What enhances or worsens the user-generated metaverse experience? An application of Bertopic to Roblox user eWOM
Bibliographic Data
| ID | 12420299 |
|---|---|
| Authors | Yun Kyung Oh (0000-0003-4759-2026, Dongduk Women's University, corresponding author), Jong-il Yi (Gachon University), Jisu Yi (0000-0002-2176-9770), Jong-Dae Kim (0000-0002-2182-6544, Chonnam National University) |
| Year | 2023 |
| Volume | 34 |
| Issue | 5 |
| Pages | 1800-1817 |
| Publication date | 2023-12-18 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Internet Research (JOURNAL) |
| Journal identifiers | ISSN: 1066-2243 • E-ISSN: 2054-5657 |
| Publisher | Emerald Publishing Limited (PUBLISHER • GB) |
| DOI | 10.1108/intr-03-2022-0178 |
| OpenAlex | W4389914290 |
| Language | EN |
| Citations received | 8 |
| References cited | 40 |
Purpose Given its growing economic potential and social impact, this study aims to understand the motivations and concerns regarding metaverse usage. It identifies user needs and risks around the metaverse grounded on uses and gratifications theory and perceived risk theory. Design/methodology/approach The authors analyzed user reviews and rating data from Roblox, a representative modern metaverse platform. They applied BERTopic modeling to extract topics from reviews, identifying key motivations and risk aspects related to metaverse usage. They further constructed an explanatory model to assess how those affect user satisfaction and changes in these effects over time. Findings This study discovered that gratifications like entertainment, escapism, social interaction and avatar-based self-expression significantly influence user satisfaction in the metaverse. It also highlighted that users find satisfaction in self-expression and self-actualization through creating virtual spaces, items and video content. However, factors such as identity theft, fraud and child safety were identified as potential detriments to satisfaction. These influences fluctuated over time, indicating the dynamic nature of user needs and risk perceptions. Research limitations/implications The novelty of this study lies in its dual application of the uses and gratifications theory and perceived risk theory to the metaverse. It provides a novel perspective on user motivations and concerns, shedding light on the distinct elements driving user satisfaction within the metaverse. This study unravels the metaverse’s unique capacity to assimilate features from established digital media while offering a distinctive user-generated experience. This research offers valuable insights for academics and practitioners in digital media and marketing. Originality/value This research pioneers the application of both uses and gratifications and perceived risk theories to understand factors influencing metaverse satisfaction. By establishing a comprehensive framework, it explores the metaverse’s unique value as a user-content creation platform, while encompassing existing digital platform characteristics. This study enriches the academic literature on the metaverse and offers invaluable insights for both metaverse platforms and brand marketers
Avatar · Human–computer interaction · Internet privacy · Metaverse · Social media · Uses and gratifications theory · Virtual reality · World Wide Web · Computer Science · Digital Marketing and Social Media · Media Influence and Health · Virtual Reality Applications and Impacts
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Uses and Gratifications Research
| Unique citing works | 8 |
|---|---|
| Citations per year | 4 |
| Citation span | 2024 - 2026 (3) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 8 |