Understanding Crucial Factors Of Metaverse Acceptance Among Gamers: Evidence From Empirical Studies
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Abstract
The metaverse intends to provide its users with a virtual platform to engage and virtualize. Metaverse offers a wide range of functions for the end user. Users usually play games with each other, make content, virtualize, and host meetings and shows. Every user of metaverse has a different mindset for using metaverse, which means there is a usage intention for metaverse for various use cases of metaverse. The study aims to identify the aspects that impact metaverse usage intention in the setting of online gaming. The major data-collecting approach is used in the study to identify responses acquired utilizing close-ended questionnaires from those who regularly engage in online gaming. The findings from the purposive sampling method revealed that perceived usefulness, perceived ease of use, and social interaction have a significant impact on users’ intentions to use the metaverse, and demographic factors (i.e., gender and age) also have an impact. The study also examined the implications of the study, along with other concepts and suggestions for further investigation.