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Understanding the Adoption and Usage Behaviors of Popular and Emerging Metaverse Platforms

A Study Based on the Extended Technology Acceptance Model

Bibliographic Data

ID21578684
AuthorsShuya Pan (0000-0002-0184-936X, Renmin University of China), Soyoung Jung (0000-0002-1010-6250, Department of Media & Communication, Dong-A University, Busan, South Korea, corresponding author), Shixin Suo (Renmin University of China)
Year2023
Volume67
Issue4
Pages574-595
Publication date2023-08-08
Peer ReviewedYes
Open AccessNo
TypeARTICLE
VenueJournal of Broadcasting & Electronic Media (JOURNAL)
Journal identifiersISSN: 0883-8151 • E-ISSN: 1550-6878
PublisherInforma UK Limited (PUBLISHER • GB)
DOI10.1080/08838151.2023.2224477
OpenAlexW4381378207
LanguageEN
Citations received6
References cited38

By applying an extended Technology Acceptance Model (TAM), we specifically examined how TAM-related factors affected two types of usage behaviors of current Metaverse platforms. The use intensity of the popular Metaverses and the adoption of the emerging Metaverses. The study recruited 222 participants through an online survey distributed via Amazon Mechanical Turk (Mturk). The results indicated that the driving forces to use the popular Metaverses were perceived usefulness (PU) and subjective norm (SN), while the adoption of the emerging Metaverses was significantly influenced by perceived enjoyment (PE) and external regulation (ER) of the Covid−19. This research contributes to a deeper understanding of the factors that motivate individuals to engage with contemporary Metaverse platforms, shedding light on the theoretical frameworks of TAM, Diffusion of Innovations Theory (DOI), and Self-determination Theory (SDT). By exploring these dimensions, our study offers a fresh and distinctive perspective on this subject, paving the way for future research in the field

Epistemology · Human–computer interaction · Innovation diffusion · Knowledge management · Metaverse · Sociology · Survey research · Technology Acceptance Model · Usability · Virtual reality · Applied Psychology · Behavioral Health and Interventions · Computer Science · Digital Marketing and Social Media · Psychology · Social Psychology · Technology Adoption and User Behaviour

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Unique citing works6
Citations per year3
Citation span2024 - 2026 (3)
Citation velocitycurrent
Highly citedNo
Citation typesNeutral: 4

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