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Acceptance and use of live streaming on metaverse in Vietnam

An analysis with the UTAUT2

Bibliographic Data

ID22188667
AuthorsAnh-Hoai Duc Nguyen, Nhi-Uyen Truong Pham, Po-Tsun Lin, Tri-Quan Dang (0000-0003-3551-9198), Phuc-Thien Tran, Tung-Thanh Le, Tien-Thao Cong Phan, Lam Tran Nguyen (0000-0002-3118-0572)
Year2024
Volume8
Issue8
Pages6069
Publication date2024-08-23
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueJournal of Infrastructure Policy and Development (JOURNAL)
Journal identifiersISSN: 2572-7923 • E-ISSN: 2572-7931
PublisherEnPress Publisher (PUBLISHER)
DOI10.24294/jipd.v8i8.6069
OpenAlexW4401826542
LanguageEN
Citations received2
References cited23

Virtual environments like the Metaverse have been gaining popularity in recent years. Live streaming has gained popularity as a favorite way to entertain among social network users, thanks to its real-time authenticity. This study will utilize the Extended Unified Theory of Acceptability and Use of Technology (UTAUT2) to examine the factors influencing the adoption of live streaming in the Metaverse, a new platform with greater immersion, among citizens in Vietnam. The research used a quantitative approach, collected data from a sample of participants through a structured questionnaire including Performance Expectancy (PEE), Effort Expectancy (EEF), Social Influence (SCI), Hedonic Motivation (HEM), and Experience (EXP). Additionally, technological Self-Efficacy (TSE) as an extended alternative is thought to influence that relationship as well. Results from the PLS-SEM technique was used to examine perception, acceptance, and adoption differences among demographic groups. Remarkably, the results show experience has a remarkable impact on the relationship between behavioral intention and the adoption use Metaverse for livestreaming. This study contributes theoretical value for investors and researchers on the entertainment and technology sectors due to the abilities of the live-streaming industry and the advanced features of metaverse in this digital world

Expectancy theory · Human–computer interaction · Metaverse · Perception · Popularity · Social influence · Unified theory of acceptance and use of technology · Virtual reality · Computer Science · Impact of AI and Big Data on Business and Society · Psychology · Social Psychology · Virtual Reality Applications and Impacts

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Unique citing works2
Citations per year2
Citation span2025 - 2025 (1)
Citation velocityrecent
Highly citedNo
Citation typesNeutral: 2

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