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The psychological and functional factors driving metaverse resistance

Bibliographic Data

ID12420614
AuthorsMichael S W Lee, Mike Lee (0000-0003-2222-3670, University of Auckland, corresponding author), Damien Chaney (0000-0002-7934-0248, EM Normandie Business School)
Year2023
Volume34
Issue1
Pages195-215
Publication date2023-09-30
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueInternet Research (JOURNAL)
Journal identifiersISSN: 1066-2243 • E-ISSN: 2054-5657
PublisherEmerald Publishing Limited (PUBLISHER • GB)
DOI10.1108/intr-08-2022-0647
OpenAlexW4387216062
LanguageEN
Citations received4
References cited47

Purpose While the metaverse is promised to be the next big step for the Internet, this new technology may also bear negative impacts on individuals and society. Drawing on innovation resistance literature, this article explores the reasons for metaverse resistance. Design/methodology/approach The study is based on 66 semi-structured interviews, and the subsequent data were analysed thematically. Findings The findings revealed 11 reasons for metaverse resistance: lack of understanding, lack of regulation, addiction avoidance, claustrophobia, loss of social ties, disconnection from reality, privacy concerns, extreme consumer society, unseen benefits, infeasibility and nausea. Practical implications By understanding the various reasons for metaverse resistance managers and policymakers can make better decisions to overcome the challenges facing this innovation, rather than adopting a “one-size-fits-all” approach. Originality/value While the literature has mainly adopted a positive perspective on the metaverse, this research offers a more nuanced view by identifying the reasons why consumers may resist the metaverse. Furthermore, this study introduces for the first-time “addiction-driven-innovation-resistance (ADIR)” as a potential reason for metaverse resistance, which may also apply to other cases of innovation resistance, when new innovations are perceived as being “too good” and therefore potentially addictive

Business · Creativity · Epistemology · Human–computer interaction · Metaverse · Originality · Perspective (graphical · Possible world · Resistance (ecology · Social science · Social worlds · Sociology · Virtual reality · Behavioral Health and Interventions · Computer Science · Philosophy · Psychology · Social Psychology · Technology Adoption and User Behaviour · Virtual Reality Applications and Impacts · Ecology · Marketing

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Unique citing works4
Citations per year2
Citation span2024 - 2025 (2)
Citation velocityrecent
Highly citedNo
Citation typesNeutral: 4

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