The concept of the “Metaverse” is a three-dimensional virtual world that relies on simulations of reality to represent real-life experiences, and it can be classified as the next generation in using the Internet. In this research, we will examine the factors that may influence user acceptance of metaverse and the relationships between these variables highlight how different factors can be examined. The goal of understanding these factors is to determine how Metaverse developers can improve this technology to meet user expectations and enable users to better interact with this technology. To achieve this goal, a sample of 312 students’ participants from different age groups was selected to respond to an online Likert scale questionnaire ranging from) strongly disagree equal) to (strongly agree equal 5). The study found that perceived enjoyment significantly positively influences technology metaverse application. Moreover, perceived curiosity and perceived self-efficacy positively influence technology application metaverse transitions. In addition, perceived ease of use (PEOU) and perceived usefulness (PU) positively influence the attitude toward using the Metaverse technology/application, which means that all the previous factors have an overall positive effect on the attitude toward using the Metaverse technology application.
How to cite this paper
Alshurideh, M., Kurdi, B., Okleh, I., Chatra, K., Snoussi, T., Alzoubi, H., Alzboun, N & Ahmed, G. (2024). Factors affecting attitude to use metaverse technology application.International Journal of Data and Network Science, 8(4), 2591-2600.
Refrences
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Chung, B. G., & Dong, H. L. (2019). Influential factors on technology acceptance of augmented reality (AR). Asia-Pacific Journal of Business Venturing and Entrepreneurship, 14(3), 153-168.
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.
De la Peña, N., Weil, P., Llobera, J., Spanlang, B., Friedman, D., Sanchez-Vives, M. V., & Slater, M. (2010). Immersive journalism: Immersive virtual reality for the first-person experience of news. Presence: Teleoperators and Virtual En-vironments, 19(4), 291–301.
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Fornell, C., & Bookstein, F. L. (1982). Two structural equation models: LISREL and PLS applied to consumer exit-voice theory. Journal of Marketing research, 19(4), 440-452.
Gartner. Predicts (2022), 4 Technology Bets for Building the Digital Future. 2022. Available online: https://www.gartner.com/en/documents/4009206 (Accessed on 2 October 2023).
Han, D. I. D., Bergs, Y., & Moorhouse, N. (2022). Virtual reality consumer experience escapes: preparing for the metaverse. Virtual Reality, 26(4), 1443-1458.
Joshua, J. (2017). Information bodies: computational anxiety in neal stephenson's snow crash. Interdisciplinary Literary Studies, 19(1), 17-47.
Kabudi, T., Pappas, I., & Olsen, D. H. (2021). AI-enabled adaptive learning systems: A systematic mapping of the litera-ture. Computers and Education: Artificial Intelligence, 2, 100017.
Knox, J. (2022). The metaverse, or the serious business of tech frontiers. Postdigital Science and Education, 4(2), 207-215.
Lastowka, G. (2007). User-generated content and virtual worlds. Vanderbilt journal of entertainment and technology law, 10, 893-917.
Lee, L. H., Braud, T., Zhou, P., Wang, L., Xu, D., Lin, Z., & Hui, P. (2021). All one needs to know about metaverse: A complete survey on technological singularity, virtual ecosystem, and research agenda. arXiv preprint arXiv:2110.05352. https://doi.org/10.48550/arXiv.2110.05352.
Li, Y., & Xiong, D. (2022, February). The metaverse phenomenon in the teaching of digital media art major. In 2021 Con-ference on Art and Design: Inheritance and Innovation (ADII 2021) (pp. 348-353). Atlantis Press.
Luik, P., & Taimalu, M. (2021). Predicting the intention to use technology in education among student teachers: a path analysis. Education Sciences, 11(9), 564.
Ma, Y. J., Gam, H. J., & Banning, J. (2017). Perceived ease of use and usefulness of sustainability labels on apparel prod-ucts: application of the technology acceptance model. Fashion and Textiles, 4, 1-20.
Marks, B., & Thomas, J. (2022). Adoption of virtual reality technology in higher education: An evaluation of five teaching semesters in a purpose-designed laboratory. Education and information technologies, 27(1), 1287–1305.
Moon, P.-J., & Kong, H.-S. (2023). Effects of fire fight safety education when applied metaverse in Korea: Focusing on the constructionindustry. Journal of Education and e-Learning Research, 10(3), 344–351.
Mozumder, M. A. I., Sheeraz, M. M., Athar, A., Aich, S., & Kim, H. C. (2022, February). Overview: Technology roadmap of the future trend of metaverse based on IoT, blockchain, AI technique, and medical domain metaverse activity. In 2022 24th International Conference on Advanced Communication Technology (ICACT) (pp. 256-261). IEEE.
Mütterlein, J., Kunz, R. E., & Baier, D. (2019). Effects of lead-usership on the acceptance of media innovations: A mobile augmented reality case. Technological Forecasting and Social Change, 145, 113-124.
Mystakidis, S., & Christopoulos, A. (2022). Teacher perceptions on virtual reality escape rooms for STEM education. In-formation, 13(3), 1-13.
Nayeri, N. D., & Aghajani, M. (2010). Patients’ privacy and satisfaction in the emergency department: a descriptive ana-lytical study. Nursing ethics, 17(2), 167-177.
Park, S., & Kim, S. (2022b). Identifying world types to deliver gameful experiences for sustainable learning in the Metaverse. Sustainability, 14(3), 1361.
Pavlou, P. A. (2003). Consumer acceptance of electronic commerce: Integrating trust and risk with the technology ac-ceptance model. International Journal of Electronic Commerce, 7(3), 101–134.
Purwaningsih, E., Sari, A. M., Yuliati, L., Masjkur, K., Kurniawan, B. R., & Zahiri, M. A. (2020, March). Improving the problem-solving skills through the development of teaching materials with STEM-PjBL (science, technology, engi-neering, and mathematics-project based learning) model integrated with TPACK (technological pedagogical content knowledge). In Journal of Physics: Conference Series (Vol. 1481, No. 1, p. 012133). IOP Publishing.
Rattray, J., & Jones, M. C. (2007). Essential elements of questionnaire design and development. Journal of clinical nurs-ing, 16(2), 234-243.
Richter, S., & Richter, A. (2023). What is novel about the Metaverse?. International Journal of Information Management, 73, 1-11.
Scherer, R., & Teo, T. (2019). Unpacking teachers’ intentions to integrate technology: A meta-analysis. Educational Re-search Review, 27, 90–109.
Seo, D. K. (2021). An effect of the untact education and training using metaverse on trainees’ learning immersion. PhD's Thesis of Kyungil University.. Ph.D. Thesis, Graduate School of Business Administration, Kyungil University, Seoul, Republic of Korea.
Shin, D. H., & Kim, W. Y. (2008). Applying the Technology Acceptance Model and Flow Theory to Cyworld User Behav-ior: Implication of the Web 2.0 User Acceptance. CyberPsychology & Behavior, 11, 378-382.
Sun, T., & Tanumihardjo, S. A. (2007). An integrated approach to evaluate food antioxidant capacity. Journal of Food Science, 72(9), R159-R165.
Tamilmani, K., Rana, N. P., Wamba, S. F., & Dwivedi, R. (2021). The extended Unified Theory of Acceptance and Use of Technology (UTAUT2): A systematic literature review and theory evaluation. International Journal of Information Management, 57, 1-16.
Venkatesh, V., Thong, J. Y., & Xu, X. (2012). Consumer acceptance and use of information technology: extending the uni-fied theory of acceptance and use of technology. MIS quarterly, 157-178. Vogel, R., & Masal, D. (2015). Public leader-ship: A review of the literature and frame-work for future research. Public Management Review, 17(8), 1165–1189.
Yilmaz, R. M., Topu, F. B., & Takkaç Tulgar, A. (2022). An examination of the studies on foreign language teaching in pre-school education: A bibliometric mapping analysis. Computer Assisted Language Learning, 35(3), 270-293.
Akour, I. A., Al-Maroof, R. S., Alfaisal, R., & Salloum, S. A. (2022). A conceptual framework for determining metaverse adoption in higher institutions of gulf area: An empirical study using hybrid SEM-ANN approach. Computers and edu-cation: artificial intelligence, 3, 1-14.
Bae, E.J. (2021), The Effect of Virtual World Metaverse Experience Factors on Behavioral Intention through Presence and Satisfaction—Focused on the Generation Z Metaverse Users. Master’s Thesis, Graduate School of Media Culture Con-vergence, Sungkyunkwan University„ Seoul, Republic of Korea.
Bandura, A. (2014). Self-efficacy mechanism in psychobiologic functioning. In Self-Efficacy (pp. 355-394). Taylor & Francis.
Bubou, G. M., & Job, G. C. (2022). Individual innovativeness, self-efficacy and e-learning readiness of students of Yena-goa study centre, National Open University of Nigeria. Journal of Research in Innovative Teaching & Learning, 15(1), 2-22.
Buhalis, D., Leung, D., & Lin, M. (2023). Metaverse as a disruptive technology revolutionising tourism management and marketing. Tourism Management, 97, 104724.
Chandra, Y., & Leenders, M. A. (2012). User innovation and entrepreneurship in the virtual world: A study of Second Life residents. Technovation, 32(7–8), 464–476.
Chung, B. G., & Dong, H. L. (2019). Influential factors on technology acceptance of augmented reality (AR). Asia-Pacific Journal of Business Venturing and Entrepreneurship, 14(3), 153-168.
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.
De la Peña, N., Weil, P., Llobera, J., Spanlang, B., Friedman, D., Sanchez-Vives, M. V., & Slater, M. (2010). Immersive journalism: Immersive virtual reality for the first-person experience of news. Presence: Teleoperators and Virtual En-vironments, 19(4), 291–301.
Duan, H., Li, J., Fan, S., Lin, Z., Wu, X., & Cai, W. (2021). Metaverse for social good: A university campus prototype. In Proceedings of the 29th ACM International Conference on Multimedia (pp. 153–161). https://doi.org/10.1145/3474085.3479238
Dwivedi, Y. K., Hughes, L., Baabdullah, A. M., Ribeiro-Navarrete, S., Giannakis, M., Al-Debei, M. M., ... & Wamba, S. F. (2022). Metaverse beyond the hype: Multidisciplinary perspectives on emerging challenges, opportunities, and agenda for research, practice and policy. International Journal of Information Management, 66, 102542. https://doi.org/10.1016/j.ijinfomgt.2022.1-55.
Dwivedi, Y. K., Kshetri, N., Hughes, L., Slade, E. L., Jeyaraj, A., Kar, A. K., ... & Wright, R. (2023), So what if ChatGPT wrote it?” Multidisciplinary perspectives on opportunities, challenges and implications of generative conversational AI for research, practice and policy. International Journal of Information Management, 71, 1-63.
Fornell, C., & Bookstein, F. L. (1982). Two structural equation models: LISREL and PLS applied to consumer exit-voice theory. Journal of Marketing research, 19(4), 440-452.
Gartner. Predicts (2022), 4 Technology Bets for Building the Digital Future. 2022. Available online: https://www.gartner.com/en/documents/4009206 (Accessed on 2 October 2023).
Han, D. I. D., Bergs, Y., & Moorhouse, N. (2022). Virtual reality consumer experience escapes: preparing for the metaverse. Virtual Reality, 26(4), 1443-1458.
Joshua, J. (2017). Information bodies: computational anxiety in neal stephenson's snow crash. Interdisciplinary Literary Studies, 19(1), 17-47.
Kabudi, T., Pappas, I., & Olsen, D. H. (2021). AI-enabled adaptive learning systems: A systematic mapping of the litera-ture. Computers and Education: Artificial Intelligence, 2, 100017.
Knox, J. (2022). The metaverse, or the serious business of tech frontiers. Postdigital Science and Education, 4(2), 207-215.
Lastowka, G. (2007). User-generated content and virtual worlds. Vanderbilt journal of entertainment and technology law, 10, 893-917.
Lee, L. H., Braud, T., Zhou, P., Wang, L., Xu, D., Lin, Z., & Hui, P. (2021). All one needs to know about metaverse: A complete survey on technological singularity, virtual ecosystem, and research agenda. arXiv preprint arXiv:2110.05352. https://doi.org/10.48550/arXiv.2110.05352.
Li, Y., & Xiong, D. (2022, February). The metaverse phenomenon in the teaching of digital media art major. In 2021 Con-ference on Art and Design: Inheritance and Innovation (ADII 2021) (pp. 348-353). Atlantis Press.
Luik, P., & Taimalu, M. (2021). Predicting the intention to use technology in education among student teachers: a path analysis. Education Sciences, 11(9), 564.
Ma, Y. J., Gam, H. J., & Banning, J. (2017). Perceived ease of use and usefulness of sustainability labels on apparel prod-ucts: application of the technology acceptance model. Fashion and Textiles, 4, 1-20.
Marks, B., & Thomas, J. (2022). Adoption of virtual reality technology in higher education: An evaluation of five teaching semesters in a purpose-designed laboratory. Education and information technologies, 27(1), 1287–1305.
Moon, P.-J., & Kong, H.-S. (2023). Effects of fire fight safety education when applied metaverse in Korea: Focusing on the constructionindustry. Journal of Education and e-Learning Research, 10(3), 344–351.
Mozumder, M. A. I., Sheeraz, M. M., Athar, A., Aich, S., & Kim, H. C. (2022, February). Overview: Technology roadmap of the future trend of metaverse based on IoT, blockchain, AI technique, and medical domain metaverse activity. In 2022 24th International Conference on Advanced Communication Technology (ICACT) (pp. 256-261). IEEE.
Mütterlein, J., Kunz, R. E., & Baier, D. (2019). Effects of lead-usership on the acceptance of media innovations: A mobile augmented reality case. Technological Forecasting and Social Change, 145, 113-124.
Mystakidis, S., & Christopoulos, A. (2022). Teacher perceptions on virtual reality escape rooms for STEM education. In-formation, 13(3), 1-13.
Nayeri, N. D., & Aghajani, M. (2010). Patients’ privacy and satisfaction in the emergency department: a descriptive ana-lytical study. Nursing ethics, 17(2), 167-177.
Park, S., & Kim, S. (2022b). Identifying world types to deliver gameful experiences for sustainable learning in the Metaverse. Sustainability, 14(3), 1361.
Pavlou, P. A. (2003). Consumer acceptance of electronic commerce: Integrating trust and risk with the technology ac-ceptance model. International Journal of Electronic Commerce, 7(3), 101–134.
Purwaningsih, E., Sari, A. M., Yuliati, L., Masjkur, K., Kurniawan, B. R., & Zahiri, M. A. (2020, March). Improving the problem-solving skills through the development of teaching materials with STEM-PjBL (science, technology, engi-neering, and mathematics-project based learning) model integrated with TPACK (technological pedagogical content knowledge). In Journal of Physics: Conference Series (Vol. 1481, No. 1, p. 012133). IOP Publishing.
Rattray, J., & Jones, M. C. (2007). Essential elements of questionnaire design and development. Journal of clinical nurs-ing, 16(2), 234-243.
Richter, S., & Richter, A. (2023). What is novel about the Metaverse?. International Journal of Information Management, 73, 1-11.
Scherer, R., & Teo, T. (2019). Unpacking teachers’ intentions to integrate technology: A meta-analysis. Educational Re-search Review, 27, 90–109.
Seo, D. K. (2021). An effect of the untact education and training using metaverse on trainees’ learning immersion. PhD's Thesis of Kyungil University.. Ph.D. Thesis, Graduate School of Business Administration, Kyungil University, Seoul, Republic of Korea.
Shin, D. H., & Kim, W. Y. (2008). Applying the Technology Acceptance Model and Flow Theory to Cyworld User Behav-ior: Implication of the Web 2.0 User Acceptance. CyberPsychology & Behavior, 11, 378-382.
Sun, T., & Tanumihardjo, S. A. (2007). An integrated approach to evaluate food antioxidant capacity. Journal of Food Science, 72(9), R159-R165.
Tamilmani, K., Rana, N. P., Wamba, S. F., & Dwivedi, R. (2021). The extended Unified Theory of Acceptance and Use of Technology (UTAUT2): A systematic literature review and theory evaluation. International Journal of Information Management, 57, 1-16.
Venkatesh, V., Thong, J. Y., & Xu, X. (2012). Consumer acceptance and use of information technology: extending the uni-fied theory of acceptance and use of technology. MIS quarterly, 157-178. Vogel, R., & Masal, D. (2015). Public leader-ship: A review of the literature and frame-work for future research. Public Management Review, 17(8), 1165–1189.
Yilmaz, R. M., Topu, F. B., & Takkaç Tulgar, A. (2022). An examination of the studies on foreign language teaching in pre-school education: A bibliometric mapping analysis. Computer Assisted Language Learning, 35(3), 270-293.