TY - JOUR
T1 - Examining metaverse game platform adoption
T2 - Insights from innovation, behavior, and coolness
AU - Park, Eunil
N1 - Publisher Copyright:
© 2024 Elsevier Ltd
PY - 2024/6/1
Y1 - 2024/6/1
N2 - The primary objective of this study is to examine the factors influencing player acceptance of metaverse game platforms. In pursuit of this goal, we introduce an integrated adoption model for metaverse game platforms, drawing insights from four established academic frameworks: the diffusion of innovation theory, hedonic and utilitarian concepts, the theory of planned behavior, and the coolness concept. This integrated approach enhances our comprehension of the user experience. Our research involved the collection of 1447 validated samples, and we employed both structural equation modeling and confirmatory factor analysis to scrutinize the proposed research model. The statistical findings affirm the substantial roles played by compatibility, trialability, complexity, attractiveness, and subcultural influence as indirect factors, along with attitude and enjoyment as direct determinants, contributing to players' intention to use these platforms. Drawing from these implications, we put forth several theoretical and practical foundations for future investigations into metaverse game platforms, while also acknowledging certain limitations.
AB - The primary objective of this study is to examine the factors influencing player acceptance of metaverse game platforms. In pursuit of this goal, we introduce an integrated adoption model for metaverse game platforms, drawing insights from four established academic frameworks: the diffusion of innovation theory, hedonic and utilitarian concepts, the theory of planned behavior, and the coolness concept. This integrated approach enhances our comprehension of the user experience. Our research involved the collection of 1447 validated samples, and we employed both structural equation modeling and confirmatory factor analysis to scrutinize the proposed research model. The statistical findings affirm the substantial roles played by compatibility, trialability, complexity, attractiveness, and subcultural influence as indirect factors, along with attitude and enjoyment as direct determinants, contributing to players' intention to use these platforms. Drawing from these implications, we put forth several theoretical and practical foundations for future investigations into metaverse game platforms, while also acknowledging certain limitations.
KW - Behavior
KW - Coolness
KW - Diffusion of innovation theory
KW - Metaverse
KW - Metaverse game platforms
KW - theory of planned behavior
UR - https://www.scopus.com/pages/publications/85193721900
U2 - 10.1016/j.techsoc.2024.102594
DO - 10.1016/j.techsoc.2024.102594
M3 - Article
AN - SCOPUS:85193721900
SN - 0160-791X
VL - 77
JO - Technology in Society
JF - Technology in Society
M1 - 102594
ER -