当前位置:
X-MOL 学术
›
J. Innov. Knowl.
›
论文详情
Our official English website, www.x-mol.net, welcomes your
feedback! (Note: you will need to create a separate account there.)
Exploring the orientation towards metaverse gaming: Contingent effects of VR tools usability, perceived behavioural control, subjective norms and age
Journal of Innovation & Knowledge ( IF 15.6 ) Pub Date : 2024-12-12 , DOI: 10.1016/j.jik.2024.100632 Santanu Mandal, Ritesh Kumar Dubey, Bhaskar Basu, Anubhav Tiwari
Journal of Innovation & Knowledge ( IF 15.6 ) Pub Date : 2024-12-12 , DOI: 10.1016/j.jik.2024.100632 Santanu Mandal, Ritesh Kumar Dubey, Bhaskar Basu, Anubhav Tiwari
The Gen-Z, who are deemed digital natives, have shown interest in the metaverse. The emergence of augmented reality (AR), virtual reality (VR), and mixed reality (XR) technologies in recent years has fuelled the increased interest in metaverse gaming. However, extant literature is yet to understand the individual orientations of these digital natives towards prime aspects of metaverse gaming and how it shapes one's attitude and, eventually, behavioural intentions for metaverse gaming. This study investigates the individual orientation towards social gaming, play for earn, flexibility gaming, and mixed reality as potential enablers for individuals’ attitudes towards metaverse gaming. Using the well-established theory of planned behaviour (TPB), coupled with an extensive literature review, we explore the influence of attitude on behavioural intentions for metaverse gaming. The study also explores the contingent effects of VR tools' usability, subjective norms, perceived behavioural control, and age. We develop the measures for the used constructs through a literature review and pre-test before final data collection. Using an online questionnaire and purposive sampling, the study collected 308 and 256 complete responses from online gamers residing in South and East India, respectively, after fulfilling specific pre-decided filtering criteria. The findings of the study underscore the significant moderating effects of VR tools, subjective norms, perceived behavioural control, and age towards metaverse gaming. The findings highlight the far-reaching implications for policymakers and practitioners. Companies can leverage this mix of demography and technology for immersive experiences for new marketing, branding, and loyalty programs. Policymakers may underscore the cyber threats and prepare for regulatory and legal challenges.
中文翻译:
探索元宇宙游戏的方向:VR 工具可用性、感知行为控制、主观规范和年龄的或有效应
被认为是数字原住民的 Z 世代对元宇宙表现出了兴趣。近年来,增强现实 (AR)、虚拟现实 (VR) 和混合现实 (XR) 技术的出现推动了人们对元宇宙游戏的兴趣日益浓厚。然而,现存的文献尚未了解这些数字原住民对元宇宙游戏主要方面的个人取向,以及它如何塑造一个人对元宇宙游戏的态度,并最终塑造行为意图。本研究调查了个人对社交游戏、边玩边玩、灵活性游戏和混合现实的取向,这些都是个人对元宇宙游戏态度的潜在推动因素。使用成熟的计划行为理论 (TPB),结合广泛的文献综述,我们探讨了态度对元宇宙游戏行为意图的影响。该研究还探讨了 VR 工具的可用性、主观规范、感知行为控制和年龄的或有影响。在最终数据收集之前,我们通过文献综述和预测试来制定所用构建体的措施。该研究使用在线问卷和有目的的抽样,在满足特定的预先确定的过滤标准后,分别收集了居住在印度南部和东部的在线游戏玩家的 308 份和 256 份完整回复。研究结果强调了 VR 工具、主观规范、感知行为控制和年龄对元宇宙游戏的显着调节作用。研究结果凸显了对政策制定者和从业者的深远影响。公司可以利用这种人口统计学和技术的组合,为新的营销、品牌和忠诚度计划提供身临其境的体验。 政策制定者可能会强调网络威胁,并为监管和法律挑战做好准备。
更新日期:2024-12-12
中文翻译:
探索元宇宙游戏的方向:VR 工具可用性、感知行为控制、主观规范和年龄的或有效应
被认为是数字原住民的 Z 世代对元宇宙表现出了兴趣。近年来,增强现实 (AR)、虚拟现实 (VR) 和混合现实 (XR) 技术的出现推动了人们对元宇宙游戏的兴趣日益浓厚。然而,现存的文献尚未了解这些数字原住民对元宇宙游戏主要方面的个人取向,以及它如何塑造一个人对元宇宙游戏的态度,并最终塑造行为意图。本研究调查了个人对社交游戏、边玩边玩、灵活性游戏和混合现实的取向,这些都是个人对元宇宙游戏态度的潜在推动因素。使用成熟的计划行为理论 (TPB),结合广泛的文献综述,我们探讨了态度对元宇宙游戏行为意图的影响。该研究还探讨了 VR 工具的可用性、主观规范、感知行为控制和年龄的或有影响。在最终数据收集之前,我们通过文献综述和预测试来制定所用构建体的措施。该研究使用在线问卷和有目的的抽样,在满足特定的预先确定的过滤标准后,分别收集了居住在印度南部和东部的在线游戏玩家的 308 份和 256 份完整回复。研究结果强调了 VR 工具、主观规范、感知行为控制和年龄对元宇宙游戏的显着调节作用。研究结果凸显了对政策制定者和从业者的深远影响。公司可以利用这种人口统计学和技术的组合,为新的营销、品牌和忠诚度计划提供身临其境的体验。 政策制定者可能会强调网络威胁,并为监管和法律挑战做好准备。