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초록
Recently, there has been a lot of discussion about the rapidly growing metaverse in the field of new technology introduction, but there is a lack of research on confirming experience elements and comparing effects in the metaverse environment of actual users. This study aims to investigate the relationship between perceived usefulness, perceived enjoyment, and intention to use the four experience factors based on the experiential economy theory of metaverse. A survey was conducted among the actual users of metaverse, and 196 questionnaires were finally analyzed. The collected data were empirically analyzed using SPSS 25.0 and AMOS 21.0. The results show that; first, among the experience factors of the metaverse, entertainment, educational, and escapist experiences have a positive effect on perceived usefulness. Second, entertainment, educational, escapist, and esthetic experiences of the metaverse all have a positive effect on perceived enjoyment. Third, perceived usefulness and perceived enjoyment of the metaverse both positively influence intention to use. Based on the results of the analysis, metaverses should provide and develop various experience factors that differentiate them from reality. In addition, providing an experiential environment, perceived usefulness, and perceived playfulness that can be perceived by users of the metaverse will increase users’ intention to use.
키워드
- 제목
- Effects of Metaverse Experience Factors(4Es) on Perceived Usefulness, Perceived Enjoyment, and Intention to Use
- 저자
- 정지희
- 발행일
- 2023-12
- 유형
- Y
- 저널명
- 인터넷전자상거래연구
- 권
- 23
- 호
- 6
- 페이지
- 309 ~ 324
- 언어
- ENG
- 출판사
- 한국인터넷전자상거래학회
- 발행국가
- 대한민국
- 분량
- 16 페이지
- ISSN
- P 1598-1983