Liang Yikai, Zhang Xiaojie, Wang Haiqing, Liu Mengqing
School of Management Science and Engineering, Shandong University of Finance and Economics, Jinan 250014, China.
Digital Economy Academy, Shandong University of Finance and Economics, Jinan 250014, China.
Heliyon. 2024 Jun 21;10(13):e33394. doi: 10.1016/j.heliyon.2024.e33394. eCollection 2024 Jul 15.
As a rapidly developing information technology in recent years, the metaverse has significantly transformed how we live, learn, and work. In order to accelerate the use of metaverse technology and promote users' acceptance of the metaverse, this study constructs an integrated model based on flow theory and use and satisfaction theory, to further explore the factors affecting users' acceptance of the metaverse. A total of 265 valid questionnaires were obtained through a situational questionnaire survey. Considering the limitations of a single analysis technique, we use two methods to analyze the data. Among them, the symmetric PLS-SEM method is mainly used to analyze the effects of single variables, while the asymmetric fsQCA method is used to analyze the combined effects of variables. The PLS-SEM results manifest that flow experience, perceived risk, and personal innovation directly influence users' acceptance of the metaverse, while perceived cost has no effect. Simultaneously, interactivity, presence, and social presence indirectly affect users' acceptance of the metaverse, while informativeness and enjoyment have no indirect effect. Significantly, fsQCA unveiled five configurations resulting in a high user acceptance of the metaverse, as well as six configurations leading to a negative acceptance. The complementary findings from PLS-SEM and fsQCA offer valuable insights for both theoretical understanding and practical implementation.
作为近年来快速发展的信息技术,元宇宙已经显著改变了我们的生活、学习和工作方式。为了加速元宇宙技术的应用并促进用户对元宇宙的接受,本研究基于心流理论以及使用与满足理论构建了一个整合模型,以进一步探究影响用户对元宇宙接受度的因素。通过情境问卷调查共获得了265份有效问卷。考虑到单一分析技术的局限性,我们使用两种方法对数据进行分析。其中,对称PLS-SEM方法主要用于分析单个变量的影响,而非对称fsQCA方法则用于分析变量的组合效应。PLS-SEM结果表明,心流体验、感知风险和个人创新直接影响用户对元宇宙的接受度,而感知成本则没有影响。同时,交互性、临场感和社交临场感间接影响用户对元宇宙的接受度,而信息性和娱乐性则没有间接影响。值得注意的是,fsQCA揭示了导致用户对元宇宙高接受度的五种构型,以及导致负面接受度的六种构型。PLS-SEM和fsQCA的互补性研究结果为理论理解和实际应用提供了有价值的见解。