Factors affecting attitude to use metaverse technology application

Muhammad, Alshurideh, Barween, Al Kurdi, Issam, Okleh, Khireddine, Chatra, Thouraya, Snoussi and Nidal, Alzboun Factors affecting attitude to use metaverse technology application. International Journal of Data and Network Science. ISSN 2561-8148

[thumbnail of ijdns_2024_82.pdf] Text
ijdns_2024_82.pdf

Download (406kB)

Abstract

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.

Affiliation: Skyline University College
SUC Author(s): Haitham, M. Alzoubi and Gouher, Ahmed
All Author(s): Muhammad, Alshurideh, Barween, Al Kurdi, Issam, Okleh, Khireddine, Chatra, Thouraya, Snoussi and Nidal, Alzboun
Item Type: Article
Uncontrolled Keywords: Metavers, Perceived Usefulness, Perceived Ease of Use, Perceived Self-efficacy, Perceived Curiosity, Perceived pleasure
Subjects: A Business and Management > AM Business Innovation
B Information Technology > BB Information Technology
Divisions: Skyline University College > School of IT
Depositing User: Mr Mosys Team
Date Deposited: 26 Jun 2024 07:10
Last Modified: 26 Jun 2024 07:10
URI: https://research.skylineuniversity.ac.ae/id/eprint/892
Publisher URL: https://www.growingscience.com/ijds/online/ijdns_2...
Publisher OA policy:
Related URLs:

    Actions (login required)

    View Item
    View Item
    Statistics for SkyRep ePrint 892 Statistics for this ePrint Item