Acknowledgement
This research is financially supported by Hansung university.
References
- Agarwal, R. and Karahanna, E. (2000). "Time Flies When You're Having Fun: Cognitive Absorption and Beliefs about Information Technology Usage," MIS Quarterly, Vol.24, No.4, pp.665-694, 2000. https://doi.org/10.2307/3250951
- Anderson, J.C. and Gerbing, D.W. (1988), "Structural equation modeling in practice: a review and recommended two-step approach", Psychological Bulletin, Vol. 103 No. 3, pp. 411-423, https:/doi.org/10.1037/0033-2909.103.3.411.
- Anderson, Rolph E., and Swaminathan, Srinivasan (2011), "Consumer satisfaction and Loyalty in e-Markets: A PLS Path Modeling Approach," Journal of Marketing Theory and Practice, 19 (2), 221-234. https://doi.org/10.2753/MTP1069-6679190207
- Cammack, R. G. (2010). Location-based service use: A Metaverse investigation. Journal of Location Based Services, 4(1), 53-65. https://doi.org/10.1080/17489721003742827
- Carmigniani, J. & Furht, B. (2011). Augmented reality: An overview. In Handbook of augmented reality (pp.3-46). Springer.
- Cha, W. (2019). A study on the advertising acceptance of audiences toward the Cinema advertising using NFC technology-using extended technology acceptance model and interactivity. Journal of Digital Contents Society, 20(11), 2131-2140. https://doi.org/10.9728/dcs.2019.20.11.2131
- Cho, Nae eul. (2017). A Study on the Continuous Use Intention of the Social Platform. Journal of Knowledge Information Technology and Systems, 12(5), 629-638. https://doi.org/10.34163/jkits.2017.12.5.004
- Davis, A., Murphy, J. D., Owens, D., Khazanchi, D., & Zigurs, I. (2009). Avatars, people, and virtual worlds: Foundations for research in Metaverses. Journal of the Association for Information Systems, 10(2), 90-117. https://doi.org/10.17705/1jais.00183
- Davis, F. D. (1989). Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS Quarterly, 319-340.
- Davis, F. D., Bagozzi, R. P. & Warshaw, P. R. (1989). User acceptance of computer technology: A comparison of two theoretical models. Management Science, 35(8), 982-1003. https://doi.org/10.1287/mnsc.35.8.982
- Davis, F. D., Bagozzi, R. P. & Warshaw, P. R. (1992). Extrinsic and intrinsic motivation to use computers in the workplace. Journal of Applied Social Psychology, 22(14), 1111-1132.
- Davis, F. D. & Venkatesh, V. (1996). A critical assessment of potential measurement biases in the technology acceptance model: Three experiments. International Journal of Human-Computer Studies, 45(1), 19-45. https://doi.org/10.1006/ijhc.1996.0040
- Deutsch, M. and Gerard, H. B. (1955). "A study of normative and informational social influences upon individual judgement," Journal of Abnormal and Social Psychology, Vol.51, pp.629-636, 1955. https://doi.org/10.1037/h0046408
- Dinev, T., & Hart, P. (2004). Internet privacy concerns and their antecedents-measurement validity and a regression model. Behaviour & Information Technology, 23(6), 413-422. https://doi.org/10.1080/01449290410001715723
- Dionisio, J. D. N., Burns III,W. G., and Gilbert, R. (2013). 3D virtual worlds and the Metaverse: Current status and future possibilities. ACM Computing Surveys(CSUR), 45(3), 1-38. https://doi.org/10.1145/2480741.2480751
- Fornell, C., & Larcker, D. F. (1981). Evaluating Structural Equation Models with Unobservable Variables and Measurement Error. Journal of Marketing Research, 18(1), 39-50. https://doi.org/10.1177/002224378101800104
- Gilbert, R. L. (2011). The prose (psychological research on synthetic environments) project: Conducting in-world psychological research on 3d virtual worlds. Journal For Virtual Worlds Research, 4(1).
- Go, Sun-Young, Jeong, Gyun, Jeong, Jong-In, & Shin, Hyeok-Tae. (2021). The concept and development direction of Metaverse. Korea Information Processing Society Review, 28(1), 7-16.
- Guo, J., & Chow, A. (2008). Virtual money systems : A phenomenal analysis. In 2008 10th IEEE Conference on E-Commerce Technology and the Fifth IEEE Conference on Enterprise Computing, E-Commerce and E-Services, IEEE, 267-272.
- Guthrie, K. L., Phelps, K., & Downey, S. (2011). Virtual worlds: A developmental tool for leadership education. Journal of Leadership Studies, 5(2), 6-13. https://doi.org/10.1002/jls.20214
- Hair, Joseph F., William C. Black, Barry J. Babin, and Rolph E. Anderson (2010), Multivariate Data Analysis, Englewood Cliffs, NJ: Prentice-Hall.
- Hair, J. F., & Lukas, B. (2014). Marketing research. (Vol. 2). McGraw-Hill Education.
- Hair, J. F., Hult, G. T. M., Ringle, C. M., and Sarstedt, M. (2014), A Primer on Partial Least Squares Structural Equation Modeling (PLS-SEM). Thousand Oaks, CA: Sage.
- Hair Jr, J. F., Sarstedt, M., Hopkins, L., & Kuppelwieser, V. G. (2014). Partial least squares structural equation modeling (PLS-SEM): An emerging tool in business research. European Business Review, 26(2), 106-121. https://doi:10.1108/EBR-10-2013-0128
- Hair Jr, J. F., Hult, G. T. M., Ringle, C., & Sarstedt, M. (2017). A primer on partial least squares structural equation modeling (PLS-SEM) 2nd ed. Sage publications.
- Han, Sang-Lin and An, Myoung-a.(2019). Analysis of User Telepresence and Behavioral Intention in Virtual Reality Shopping Environment. Journal of channel and retailing, 24(1), 51-71. https://doi.org/10.17657/jcr.2019.01.31.3
- Han, Sang-Yeol (2021). Status and Prospects of Metaverse Platforms. future horizon, 49: 19-24.
- Henseler, J., Ringle, C.M. and Sarstedt, M. (2016), "Testing measurement invariance of composites using partial least squares", International Marketing Review, Vol. 33 No. 3, pp. 405-431, https:/doi.org/10.1108/IMR-09-2014-0304.
- Henseler, J., Ringle, C. M., & Sarstedt, M. (2015). A new criterion for assessing discriminant validity in variance-based structural equation modeling. Journal of the Academy of Marketing Science, 43(1), 115-135. https://doi.org/10.1007/s11747-014-0403-8
- Henseler, J., Ringle, C. M. and Sinkovics, R. R. (2009), "The Use of Partial Least Squares Path Modeling in International Marketing," Advances in International Marketing, 20, 277-319. https://doi.org/10.1108/S1474-7979(2009)0000020014
- Hong, Su Ji, Han, Sang-Lin.(2020). A Study of the Effect of Shopping Experience in Virtual Reality and Augmented Reality on Consumer Decision Making: Analysis of Mediating Effect of Perceived Value. Korea Business Review, 24, 173-187.
- Huh, B., & Lee, H.-Y. (2022). The effect of ESG activities on organizational trust, and organizational identity through employees' organizational justice. Journal of Intelligence and Information Systems, 28(4), 229-250.
- Hwang, Jae and Yu, Hongsik. (2016). A Study of Factors Affecting the Intention to use a Mobile Easy Payment Service : An Integrated Extension of TAM with Perceived Risk . The Journal of Information Technology and Architecture, 13(2), 291-306
- Jeon, Suyeon and Nam, Yoonjae .(2020). Effects of augmented reality application for e-commerce on user satisfaction and purchase intention? Focusing on experience economy theory, PDA, and cognitive characteristics. The Journal of Internet Electronic Commerce Research, 20(3), 73-86. https://doi.org/10.37272/JIECR.2020.06.20.3.73
- Jiao, Li Min and Kim, Chul Jung. (2021). A Study on the Effect of User Factors of Mobile SNS App on User Satisfaction and Sustained Usage Intention: Focused on the moderating effects of social commerce involvement. The e-Business Studies, 22(1), 137-155. https://doi.org/10.20462/TeBS.2021.2.22.1.137
- Jung, Jun-Hwa (2021). Current status and future challenges of the Metaverse, Issues and Controversies of the National Assembly Legislative Research Service, No. 1858
- Kaplan, F., & Di Lenardo, I. (2020). The advent of the 4D mirror world. Urban Planning, 5(ARTICLE), 307.
- Kim, Ahyun, Kim, Yong Jin and Kim, Sang Soo. (2022). A Comparative Study on User Perception by Metaverse Worldview Using SPICE. Knowledge Management Research. 2022, 23(2)
- Kim, E (2022). The Creator Economy on the Metaverse Platform. Journal of Intelligence and Information Systems, 28(4), 275-286.
- Kim, Sang-Gyun (2020). The Metaverse: A World of Digital Globe-Trotting Things. Plan B Design.
- Kim, Sang-Gyun and Shin, Byung-Ho (2021). Metaverse New Opportunities. Vega Books.
- Koo, Ja-Hyun, Chang-Keun, Park, Ji-Hye, Park, So-Hyun, Lee, Ga-Young, Lim, Hyun-Do and Yoon, Min-Seop (2021), Understanding the Metaverse Industry and Policy Issues, Service Economy Research Series
- Lee, Byong-Kwon. (2021). The Metaverse World and Our Future. The Korea Contents Association Review, 19(1), 13-17.
- Lee, Dongseon, Choi, Jeongil & Kang, Juyoung. (2021). A Study on the Factors Affecting the Intention to Use VR-based Digital Content Subscription Service. Korea Business Review, 25(2), 135-162.
- Lee, Jihye.(2021). A Study on the Effects of Social Live Streaming Viewing Motivation on Content Usage Behavior: Focusing on the Mediating Effect of Immersion Experience and Interactivity. The Journal of Internet Electronic Commerce Resarch, 21(3), 163-185. https://doi.org/10.37272/JIECR.2021.06.21.3.163
- Lee, J. H. (2021). The status and future of the Metaverse. KISO Journal, 43: 17-22.
- Lee, Sang-Gun. (2005). An Empirical Study on Mobile Technology Adoption based on the Technology Acceptance Model and Theory of Planned Behavior. Information Systems Review, 7(2), 61-84
- Malhotra, Y. & Galletta, D. F. (1999). Extending the technology acceptance model to account for social influence: Theoretical bases and empirical validation., 14 pp.
- MarketsandMarkets (2020). Metaverse Market by Component (Hardware, Software (Extended Reality Software, Gaming Engine, 3D Mapping, Modeling & Reconstruction, Metaverse Platform, Financial Platform), and Professional Services), Vertical and Region - Global Forecast to 2027, MarketsandMarkets, 2020
- McKerlich, R., Riis, M., Anderson, T., & Eastman, B. (2011). Student perceptions of teaching presence, social presence, and cognitive presence in a virtual world. MERLOT Journal of Online Learning and Teaching, 7(3), 324-336
- McMillan, S. J. & Hwang, J. S. (2002). Measures of perceived interactivity: An exploration of the role of direction of communication, user control, and time in shaping perceptions of interactivity. Journal of Advertising, 31(3), 29-42. https://doi.org/10.1080/00913367.2002.10673674
- Nevelsteen, K. J. (2018). Virtual world, defined from a technological perspective and applied to video games, mixed reality, and the Metaverse. Computer Animation and Virtual Worlds, 29(1), e1752.
- Noor, A. K. (2010). Potential of virtual worlds for remote space exploration. Advances in Engineering Software, 41(4), 666-673. https://doi.org/10.1016/j.advengsoft.2009.12.013
- Oh, Ji-Hee.(2021). A Study on Factors Affecting the Intention to Use the Metaverse by Applying the Extended Technology Acceptance Model (ETAM) : Focused on the Virtual World Metaverse. JOURNAL OF THE KOREA CONTENTS ASSOCIATION,21(10), 204-216.
- Oh, Ji-Hee (2022). Effects of University Students' Metaverse Use Motivations on Satisfaction and Continued Use Intention : Focused on the Virtual World Metaverse. Journal of the Korea Entertainment Industry Association, 16(2), 1-17. https://doi.org/10.21184/jkeia.2022.2.16.2.1
- Pang, Dong-Hyun & Kang, So-Hyun. (2021). The trend is the Metaverse... Roblox Economy 'Eyes'. MoneyS.
- Park, hyungil.(2021). Metaverse World. Excellence Marketing for Customer, 55(5), 42-51.
- Park, Jung-Sook and Byun, Jung-Woo.(2013). The Effect of SNS's Perceived Enjoyment on Customer Satisfaction and the Intention of Use Using TAM : Focused on the F&B division of Hotel. Journal of Tourism and Leisure Research, 25(1), 419-435.
- Park, Sunkyung and Kang, Yoon Ji (2021). A Study on the intentions of early users of Metaverse platforms using the Technology Acceptance Model. Journal of Digital Convergence, 19(10), 275-285. https://doi.org/10.14400/JDC.2021.19.10.275
- Park, T-Y. & Nam, J-W. (2017). The effects of perceived interactivity on information acceptance in mobile health information service. Journal of the Korean Society for Information Management, 34(3), 151-177.
- Park, Young-A and Hyun, Yong-Ho.(2013). A Verification of the Structural Relationships between Consumer Review Characteristics and Acceptance Intention to Smartphone Application by Applying Extended TAM Model - A Focus on the Mediating role of Information Quality -.Korean Journal of Business Administration, 26(11), 2851-2871.
- Prema, K. N. & Roopa, B. S. (2018). Virtual reality : A survey. International Research Journal of Engineering and Technology, 5(7), 1567-1569.
- PwC Consulting (2020). 'Seeing is Believing', https://www.pwc.com/SeeingIsBelieving
- Qiao, Rongrong and Han, Dongsoong.(2019). A Study on the Reuse Intention of Virtual Reality(VR) Content Using Technology Acceptance Model. Journal of Korea Game Society, 19(5), 115-131. https://doi.org/10.7583/JKGS.2019.19.5.115
- Ricci, A., Piunti, M., Tummolini, L. & Castelfranchi, C. (2015). The mirror world: Preparing for mixed-reality living. IEEE Pervasive Computing, 14(2), 60-63. https://doi.org/10.1109/MPRV.2015.44
- Seok, Wanghun. (2021). Analysis of Metaverse Business Model and Ecosystem. Electronics and Telecommunications Trends, 36(4), 81-91. https://doi.org/10.22648/ETRI.2021.J.360408
- Shah, R. and Goldstein, S.M. (2006) Use of Structural Equation Modeling in Operations Management Research: Looking Back and Forward. Journal of Operations Management, 24, 148-169. https://doi.org/10.1016/j.jom.2005.05.001
- Son, Hyun-Jung, Lee, Sang-Won and Cho, Moon-Hee (2014). Influential Factors of College Students' Intention to Use Wearable Device - An Application of the UTAUT2 Model. Korean Journal of Communication & Information, 68(4), 7-33.
- Tasa, U. B., & Gorgulu, T. (2010). Meta-art: Art of the 3-D user-created virtual worlds. Digital Creativity, 21(2), 100-111.
- Venkatesh, V. & Davis, F. D. (1996). A model of the antecedents of perceived ease of use: Development and test. Decision Sciences, 27(3), 451-481. https://doi.org/10.1111/j.1540-5915.1996.tb01822.x
- Venkatesh, V. & Davis, F. D. (2000). A theoretical extension of the technology acceptance model: Four longitudinal field studies. Management Science, 46(2), 186-204.
- Venkatesh, V., & Morris, M. G. (2000). Why Don't Men Ever Stop to Ask for Directions? Gender, Social Influence, and Their Role in Technology Acceptance and Usage Behavior. MIS Quarterly, 24(1), 115-139. https://doi.org/10.2307/3250981
- Venkatesh, V., Morris, M. G., Davis, G. B. & Davis, F. D. (2003). User acceptance of information technology: Toward a unified view. MIS Quarterly, 425-478.
- Yang, Hee Dong and Choi, In Young. (2001). The Impact of Social Influence on Information Systems Adoption : An Extension to the Technology Acceptance Model. Asia Pacific Journal of Information Systems, 11(3), 165-184.
- Yoon, Jae-Hyun and Kim, Han-Ku.(2018). The Effect of Online Interactivity, Self-Presentation and Personal Information Concern on WOM of SNS Advertisement and SNS Continuous Use Intention through Presence Experience. The Journal of Internet Electronic Commerce Research, 18(3), 125-143. https://doi.org/10.37272/JIECR.2018.06.18.3.125
- Yun, H., An, J., & Park, S. C. (2023). An Exploratory Study for Metaverse Governance in the Public Sector. Journal of Intelligence and Information Systems, 29(1), 353-376.