Next Article in Journal
Trace Metals in PM10 and Associated Health Risk in Two Urban Sites Located in Campeche
Next Article in Special Issue
Recommending K-Wave Items Tailored for Small-Sized Exporters by Incorporating Dense and Sparse Vectors
Previous Article in Journal
Symbiotic Evolution Mechanism of the Digital Innovation Ecosystem for the Smart Car Industry
Previous Article in Special Issue
Moderating the Synergies between Business Intelligence and Strategic Foresight: Navigating Uncertainty for Future Success through Knowledge Management
 
 
Font Type:
Arial Georgia Verdana
Font Size:
Aa Aa Aa
Line Spacing:
Column Width:
Background:
Article

Factors Influencing Vietnamese Generation MZ’s Adoption of Metaverse Platforms

1
Department of Information Management, College of Global Social Management, Dongguk University, Gyeongju 38066, Republic of Korea
2
Graduate School of International Business Cooperative Course, Dongguk University, Gyeongju 38066, Republic of Korea
*
Author to whom correspondence should be addressed.
Sustainability 2023, 15(20), 14940; https://doi.org/10.3390/su152014940
Submission received: 21 August 2023 / Revised: 2 October 2023 / Accepted: 12 October 2023 / Published: 17 October 2023
(This article belongs to the Special Issue Experience Design and Digital Transformation in Business)

Abstract

:
The Metaverse is a blend of our tangible and digital worlds, marking the upcoming direction of the internet sector. This study strives to identify the elements that affect the uptake of Metaverse platforms in Vietnam. To that end, we pinpointed the factors influencing usage intentions using the Extended Unified Theory of Acceptance and Use of Technology (UTAUT2) model and added a new “switching cost” variable. We gathered and examined data from 520 participants, with 230 from Generation Y (Gen Y) and 290 from Generation Z (Gen Z) using the multi-group analysis in structural equation modeling. The findings reveal that elements such as effort expectancy, performance expectancy, facilitating conditions, hedonic motivation, and value price positively affect the intent to embrace Metaverse platforms. While social influence does not impact the entire dataset, it positively influences Gen Y’s intention. On the other hand, the switching cost acts as a hindrance to adopting Metaverse platforms. It is also noteworthy that significant variations exist between Gen Y and Gen Z concerning these factors. These observations are crucial for industry leaders looking to capitalize on the immense opportunities of Metaverse platforms for sustainable growth in the internet sector.

1. Introduction

The pervasive influence of computer science in our everyday experiences cannot be overstated, with particularly notable advancements enhancing human interactions and communication paradigms. The Metaverse, an emergent sector catalyzed in prominence by the COVID-19 pandemic, represents a prime example of such technological progression. Derived from “meta” (beyond) and “universe”, the term “Metaverse” portrays a sophisticated virtual world that promises an interaction far surpassing conventional video conferencing [1,2]. The ambit of the Metaverse stretches beyond just gaming; it is envisioned to redefine multiple facets of our quotidian activities, potentially emerging as a global agora for myriad events and interactions.
Despite its current ubiquity, technological innovation has had humble beginnings, marked by the proliferation of personal computers, the internet, and mobile devices. AR and VR signify the fourth wave of this evolution, setting the stage for the inception of the Metaverse—a paradigm shift in our online engagements spanning education, business, remote work, and leisure [3,4,5].
Recent studies reveal a mounting interest in the Metaverse. Over half the global internet users express eagerness to collaborate in this virtual domain, with live entertainment and potential cryptocurrency engagements being significant lures [6,7]. Analyzing from a Vietnamese lens, the National IT Industry Promotion Agency (NIPA) survey conducted in Ho Chi Minh and Hanoi suggests a growing awareness and optimism toward the Metaverse, despite a significant portion being yet unfamiliar with its intricacies.
The “Generation MZ”, an amalgamation of individuals born between the 1980s and 2000s, notably stands out in this context. These digital natives, blending elements from Millennials to Generation X (Gen X), have inherent proclivities for platforms like the Metaverse, influenced by their unique experiences, values, and backgrounds [8,9,10]. The technological divide between Generation Z (Gen Z) and Generation Y (Gen Y) significantly sways the adoption rates of such innovations. The variances in technology perceptions across these generations have been well documented [11,12,13,14,15,16,17,18].
This research ventures into a deeper exploration of the Metaverse, specifically focusing on the nuances of its adoption across generational divides in the Vietnamese context. There exists a lacuna in understanding the determinants influencing the adoption of the Metaverse by Generation MZ, especially in a market as dynamic as Vietnam, further amplified by the rise of blockchain technologies and non-fungible tokens (NFT) [19]. As businesses increasingly venture into Metaverse platforms, Gen Z’s adoption rate starkly contrasts with older cohorts. This disparity, accentuated by the restricted outdoor activities during the COVID-19 pandemic, has necessitated an exploration into the factors influencing the Metaverse’s growing traction.
Thus, our study aims to elucidate this phenomenon, structured around two central research questions:
Q1: Which variables influence Generation MZ’s affinity for the Metaverse, and which among them stand out prominently?
Q2: What inherent factors differentiate Gen Y from Gen Z in this context?
The ensuing sections of this article provide a comprehensive review of literature relevant to our topic, an outline of our research methodology, a presentation of the findings, and a concluding discussion encompassing implications and future research avenues.

2. Literature Review and Theoretical Framework

2.1. Metarverse

The concept of the “Metaverse” has seen various definitions by scholars and was notably introduced in Neal Stephenson’s 1992 book, “Snow Crash”. In this work, Stephenson depicted a universe parallel to the Metaverse, highlighting one of its earliest mentions [20]. Fundamentally, the Metaverse is considered a transformative phase of the internet—a 3D virtual realm allowing users to interact with individuals, locations, and a vast range of digital activities. While the internet offers website browsing, the Metaverse evolves this concept, providing a more immersive experience driven by the fusion of augmented reality (hereafter AR) and virtual reality (hereafter VR). These technologies enable users to interact with digital entities, surroundings, and other participants within a mutual environment [2,3]. Initial versions of the Metaverse were imagined as virtual domains where user teleportation was feasible. Essentially, the Metaverse is a communal 3D space crafted by its inhabitants [8,21]. In this domain, individuals can craft alternative universes, diving deep into numerous digital experiences and interactions with other members [22,23].
While the precise definition of the Metaverse remains in flux, it represents an innovative melding of spatial and digital experiences in both virtual and physical realms. At its core, the Metaverse is an expansive, collective virtual environment, integrating elements from online gaming, social media, and VR [24]. The rapid growth of extended reality (hereafter XR) has caught the eye of several major corporations, with companies like Google, Samsung, and Meta taking the lead in exploring its potential [25]. In 2007, the Acceleration Studies Foundation (ASF) undertook a project to draft a roadmap for Metaverse development, delineating four key types: virtual worlds, mirror worlds, lifelogging, and augmented reality [20]. A more recent evolution termed “Digital X” encompasses three manifestations of virtual reality: XR (covering both VR and AR), digital twin, and digital ME [26]. Essentially, Digital X is a multi-platform gaming service that empowers users to connect and immerse themselves in diverse experiences using head-mounted displays and virtual avatars.
The Metaverse, with its multifaceted nature, appeals to a broad spectrum of users, notably the younger demographic. Its rise in popularity has been marked by an array of diverse services spanning education, entertainment, and social interaction [9,27]. This surge in interest has catalyzed the inclusion of well-known gaming platforms like Fortnite, Minecraft, and ZEPETO into the Metaverse ecosystem. Within these virtual realms, users adopt avatars, offering them the liberty to engage in a multitude of social, cultural, and political endeavors, mirroring the freedoms experienced in the tangible world [1,28]. As user numbers swell and the intricacies of the platform’s business model evolve, novel Metaverse business models have begun to materialize [8,29]. Central to these models is the conception of the Metaverse as a multi-platform gaming domain, fostering interpersonal interactions and immersive experiences through a blend of VR and AR technologies [1,8,21].
Ref. [30] explored factors in the Metaverse that influence word-of-mouth intention through the variables of flow and satisfaction. The study showed that enjoyment, challenge, and telepresence have positive effects on flow, which in turn positively impacts both satisfaction and word-of-mouth intention. Moreover, satisfaction was found to bolster word-of-mouth intention directly. Ref. [31] determined that attitudes toward behavioral intention and actual use of the Metaverse are influenced by its perceived ease of use, perceived pleasure, self-efficacy, and prevailing social norms. Their findings also highlighted a more favorable view of the technology among individuals below 20 years of age. In a separate investigation, ref. [32] analyzed how virtual world experiences impact consumer behavior. The study found that educational, relational, and deviant experiences enhance perceptions related to Metaverse experience factors. However, it was also noted that aesthetic and entertainment experiences did not significantly alter these perceptions. Lastly, ref. [33] pinpointed three primary factors driving the propensity to engage with the virtual world: perceived usefulness, perceived ease of use, and perceived enjoyment. The study concluded that both the perceived ease of use and content enjoyment significantly dictate intentions to use the platform. Additionally, there was a correlation between the perceived ease of use, the perceived usefulness of Metaverse technology, and the social influences affecting the intention to adopt it.
Ref. [34] discovered that within a learning immersion using the Metaverse, factors such as course design, content support, and evaluation played pivotal roles in shaping participants’ performance expectations. Further, elements like social influence, effort expectancy, and hedonic motivation were found to significantly bolster their behavioral intentions. Ref. [35] investigated factors determining user behavior on Metaverse game platforms. The study emphasized the extent to which user attitudes and intentions were molded by various immersion-related elements of the game. Ref. [36] undertook a comprehensive analysis of the Metaverse platform’s use intention among college students in Oman, UAE, and Saudi Arabia. Employing both qualitative and quantitative methods, they discerned that the perceived ease of use and usefulness were the pivotal influencing factors. Ref. [37] established that aspects like social influence, interactivity, and self-efficacy positively affected Metaverse use intentions. Notably, even though there was no substantial evidence indicating significant differences in the perceived ease of use and usefulness of the platform, participants’ overall favorable attitudes toward the Metaverse ensured continued engagement. Lastly, Ref. [38] delved into factors influencing the intention to engage with a virtual world. Their findings highlighted the perceived enjoyment and usefulness of the platform as significant drivers of user behavior. However, perceived ease of use did not exhibit a similar impact. The study also identified computer playfulness and self-efficacy as crucial influencers.

2.2. Unified Theory of Acceptance and Use of Technology

The Extended Unified Theory of Acceptance and Use of Technology (UTAUT2) offers a comprehensive model for understanding how individuals engage with and perceive technology (see Figure 1). This model elucidates their behavioral intentions in a manner that is more accessible to others [39].
Hedonic motivation pertains to the pleasure and rewards derived from using technology. Price value reflects the gap between what consumers pay for a service and the perceived benefits they gain from using the technology. Habitual use, or the unconscious reliance on a specific technology or service, stems from user experience. As per UTAUT2, there was an 18% increase in the intention to use, while technology acceptance also rose by 12%. These data underscore the advantages technology offers to consumers [40].
Ref. [41] probed into how various factors impact the acceptance of media technologies, particularly in the realm of mobile AR. They discerned that these elements had a moderating effect on usage intentions. In a related study, ref. [42] delved into the factors driving AR adoption in educational contexts. Their findings reveal that such factors positively influence the adoption process, with participants’ performance expectancy, social influence, and hedonic motivation playing significant roles in the adoption of the technology.
The current study seeks to identify the determinants of Metaverse platform adoption intentions in Vietnam, utilizing the UTAUT2 model as its framework. Numerous past research vouch for the UTAUT2 model’s aptness as a foundational model for such investigations [41,42,43,44,45,46,47].

3. Hypotheses Development and Research Model

3.1. Performance Expectancy

The term “performance expectation” in UTAUT2 refers to an individual’s belief in how technology will aid them in achieving their objectives. This concept resonates with the principles presented in the innovation resistance model and the technology acceptance model. Research utilizing the UTAUT2 model has indicated that performance expectations correlate with the perceived benefits of technology to consumers [39]. Ref. [48] found that the performance expectations of older Portuguese adults could sway their inclination toward using information and communications technology (ICT). Similarly, ref. [49] highlighted that the determinants of VR usage in national parks are intricately linked to both the environment and performance expectancy. Given these insights, we hypothesize:
H1. 
Performance expectancy will have a positive influence on the intention to use the Metaverse platform.

3.2. Effort Expectancy

Effort expectancy assesses the ease with which individuals can use new technologies or systems [39,50]. Past research indicates that this expectancy can shape people’s intentions to adopt new technologies [51,52]. Effort expectancy pertains to the perceived complexity of a system’s design and implementation. This can influence consumer behavior, especially when evaluating the perceived effort required. When consumers consider adopting an innovative product or technology, they often need to understand its functionality or learn how to use it. Ref. [53] established that effort expectancy influences users’ intentions to engage with online games on mobile devices. With these findings in mind, we hypothesize:
H2. 
Effort expectancy will have a positive influence on the intention to use the Metaverse platform.

3.3. Social Influence

The concept of social influence is a foundational element of UTAUT2, drawing parallels with the theory of reasoned behavior [54]. People often perceive their environment as having a significant influence on their capabilities. Critical mass theory posits that individuals’ actions and behaviors are swayed by group decisions, emphasizing that social influence is a pivotal factor in personal choices [55]. When it comes to technological advancements and system upgrades, individuals often lean toward the consensus of their peers [41,56]. Thus, social influence is recognized as a potent driver in shaping decisions related to new technologies, guiding individuals toward well-informed judgments in product and service adoption [57,58]. Consequently, we hypothesize:
H3. 
Social influence will have a positive influence on the intention to use the Metaverse platform.

3.4. Facilitating Conditions

Facilitating conditions refer to an individual’s belief that both the organization and the necessary technological infrastructure are in place to support the adoption of new technology. Essentially, it gauges their confidence in receiving the needed support for the technology in question. Such a belief can empower users by providing them with the essential skills and knowledge required for the technology’s usage. Moreover, from the UTAUT2 perspective, facilitating conditions influence not only the actual use of technology but also the intention to adopt it [39]. Refs. [39,50] posited that a firm belief in the readiness of organizational and technical infrastructure enhances a user’s intention to adopt technology. [44] found that favorable facilitating conditions can bolster a consumer’s inclination toward AR. Similarly, studies by [53,59] indicated that such conditions positively influence the intention to use VR in education and online games, respectively. Based on these insights, we hypothesize:
H4. 
Facilitating conditions will have a positive influence on the intention to use the Metaverse platform.

3.5. Hedonic Motivation

Hedonic motivation pertains to the pleasure individuals derive from utilizing new technologies and services [39]. This concept posits that intrinsic motivation plays a more crucial role than extrinsic motivation in the adoption of new technology. It encompasses elements of amusement, fantasy, and enjoyment. Furthermore, this motivation is not only pivotal in predicting users’ intention to embrace new technologies but has also been linked with heightened loyalty and satisfaction levels [60], and ref. [61] demonstrated its positive impact on the acceptance of VR headsets. Based on these findings, we posit:
H5. 
Hedonic motivation will have a positive influence on the intention to use the Metaverse platform.

3.6. Price Value

The price value of a product or service reflects the extent to which it enhances a user’s experience and bolsters their economic benefits, relative to the financial costs incurred [39]. When individuals possess the requisite resources to access a service, they are more inclined to form an intention to use it. Nevertheless, the cost associated with adopting new technology remains a pivotal determinant in user decision-making [62]. Ref. [63] underscores the significance of price value in shaping consumer intentions, particularly in the adoption of VR and AR within the tourism sector. Building on these insights, we propose:
H6. 
Price value will have a favorable bearing on the intent to engage with the Metaverse platform.

3.7. Habit

Habits, as described by [64], are behaviors autonomously executed based on past learning experiences. These behaviors, having been ingrained through repetition, can guide future actions. Prior research indicates that motivations rooted in habit are intertwined with media usage motives and can profoundly influence the probability of individuals acquiring performance-centric skills. Empirical studies suggest that such habitual behaviors play a significant role in shaping user intentions, influencing actions such as online gaming or the use of AR and VR glasses [49,53,65]. Based on this understanding, we propose:
H7. 
Habit will have a positive influence on the intention to use the Metaverse platform.

3.8. Switching Costs

Switching costs encompass the various experiences customers encounter when transitioning between products or providers. These costs are not solely monetary; they factor in the risks, uncertainties, and potential contractual penalties associated with severing an established relationship [66]. Ref. [67] emphasized the role of switching costs in customer retention, positing that heightened costs increase the likelihood of customers sticking with their current services. Ref. [68] shed light on determinants influencing user switching intentions, establishing that service quality, the inherent costs of switching, and the allure of new offerings are decisive elements. By bolstering system capabilities and preserving service quality, platform providers can diminish these switching costs. Similarly, educators can enrich the social interactions of their students by deploying effective social and learning strategies. Based on these insights, we propose:
H8. 
Switching costs will have a negative influence on the intention to use the Metaverse platform.
The UTAUT2 framework stands as one of the most robust models for elucidating user intention, making it apt for our research. In this study, we identify performance expectancy, effort expectancy, social influence, facilitating conditions, hedonic motivation, price value, habit, and switching cost as independent variables. These are anticipated to significantly influence use intention. Drawing from the UTAUT2 model, we introduce our proposed research design (refer to Figure 2). Subsequent to our analysis, we juxtapose the influences of these factors between Gen Z and Gen Y, aiming to discern any distinct impacts of the independent variables on the dependent variable across these demographic cohorts.

4. Research Methodology

4.1. Measurement Development

We conducted a survey among Vietnamese users to explore the factors influencing their intention to use the Metaverse platform. The questionnaire comprised 34 questions in total. The dependent variable, ‘intention to use’, is represented by 3 questions. The independent variables include: social influence, effort expectancy, hedonic motivation, price value, habit, facilitating conditions, and performance expectancy. All variables are represented by 3 questions. Detailed breakdowns can be found in Appendix A.

4.2. Data Collection

For this study, we collected data from Vietnamese individuals aged between 15 and 41. The questionnaire items were constructed based on those from prior studies, where their reliability and validity had been confirmed. Between March and April 2022, we gathered 600 responses through both online and offline channels. To ensure the validity of the constructs, we excluded responses that were invalid, unfinished, or incomplete. This exclusion led to the removal of 80 samples, leaving us with a valid data set of 520 respondents (290 samples from Gen Z and 230 samples from Gen Y).
We utilized SPSS 25 and AMOS 20 to analyze the data. SPSS facilitated the demographic analysis of the questionnaire, and Cronbach’s alpha coefficient was employed to gauge the reliability of the measurement items for each variable. Furthermore, we conducted confirmatory factor analysis (CFA) to ascertain the validity of the measurement items. To test our research hypothesis, a structural equation model and multi-group analysis were applied.
Table 1 presents the demographic statistics of the sample. The survey was conducted in four major cities in Vietnam. Of the 520 respondents, 50.6% were female and 49.4% were male. Respondents aged between 15 and 25 made up 55.8% of the sample, while the remainder ranged from 28 to 41 years old. Notably, a significant portion of the respondents, 59%, held a bachelor’s degree.

5. Data Analysis and Results

5.1. Reliability and Validity Test

As depicted in Table 2, all the scales exhibit a Cronbach’s alpha greater than 0.7, indicating good reliability. Moreover, the composite reliability (CR) for all the scales exceeds 0.7, and the average variance extracted (AVE) surpasses 0.5, affirming the scales’ convergent validity [69].
The square root of the AVE exceeds the correlations between the latent variables, confirming discriminant validity [70] (refer to Table 3).

5.2. Structural Model

Table 4 presents the model fit for the entire dataset. The χ2/DF value is 1.283, which is below the recommended threshold of 3.0. The GFI, CFI, NFI, and AGFI all exceed the suggested value of 0.9. Additionally, the RMR stands at 0.025, falling below the recommended 0.05, and the RMSEA is 0.023, also below the standard threshold of 0.05. These metrics indicate a strong model fit.
Table 5 displays the results of the hypothesis tests. With the exception of H3, all hypotheses are supported. Referring to Table 5, performance expectancy (PE) exhibits the highest path coefficient among all variables, while facilitating conditions (FC) show the lowest. Additionally, switching cost (SC) has a negative impact on the intention to use the Metaverse platform.
Table 6 reveals the factors influencing intention to use, ranked in descending order of influence. For Gen Y, the order is: switching cost (−0.314), performance expectancy (0.287), social influence (0.210), hedonic motivation (0.186), price value (0.164), effort expectancy (0.121), and facilitating conditions (0.095). For Gen Z, the sequence is: price value (0.281), performance expectancy (0.219), habit (0.208), effort expectancy (0.158), hedonic motivation (0.177), switching cost (−0.122), and facilitating conditions (0.121). To discern differences between Gen Z and Gen Y, we employed the method proposed by [71]:
t i j = p 1 p 2 n 1 1 × S E 1 2 + n 2 1 × S E 2 2 n 1 + n 2 2 × 1 n 1 + 1 n 2
pi: path coefficient in the structural model;
ni: sample size of the dataset;
SEi: standard error of path in the structural model;
tij: t-statistic with n1 + n2 − 2 degrees of freedom
Table 6. Multi-group analysis.
Table 6. Multi-group analysis.
Gen Y (230)Gen Z (290)t-Value for the Coefficient Difference
(t > 1.96)
χ2/df = 1.055; GFI = 0.917
AGFI = 0.901; NFI = 0.923
CFI = 0.996; RMSEA = 0.016
χ2/df = 1.269; GFI = 0.917
AGFI = 0.906; NFI = 0.905
CFI = 0.978; RMSEA = 0.031
PathEstimateSEp-ValueEstimateSEp-ValuetijResult
PE→IU0.2870.035***0.2190.037***21.388exist
EE→IU0.1210.0330.0070.1580.0450.01134.538exist
SI→IU0.2100.043***0.0880.0330.15236.726exist
FC→IU0.0950.0380.0420.1210.0370.040−8.194exist
HM→IU0.1860.0430.0010.1770.0320.0042.744exist
PV→IU0.1640.0390.0020.2810.036***−35.591exist
HB→IU0.0540.0380.2870.2080.0380.002−46.053exist
SC→IU−0.3140.041***−0.1220.0310.036−61.000exist
Note: *** p < 0.001.
The group analysis highlights notable differences between Gen Y and Gen Z. The most prominent disparity arises from switching costs, which exhibit a negative influence across the entire dataset. For Gen Y, switching costs dominate as the primary factor affecting intention to use, whereas in Gen Z, their impact is minimal. In contrast, while the habit factor has limited influence on Gen Y’s intention to use and a moderate overall effect, it stands out as a critical determinant for Gen Z. Social influence significantly affects Gen Y’s intention to use but does not hold the same sway across the entire dataset or for Gen Z. Price values, effort expectancy, performance expectancy, facilitating conditions, and hedonic motivation influence intentions across all datasets. The multi-group analysis further underscores variances in these factors and their effects on the intention to use the Metaverse.

6. Conclusions

6.1. Discussion of Key Findings

This study aimed to understand the factors affecting Vietnamese Gen Y and Gen Z users’ intention to engage with the Metaverse platform. Results revealed that both generations consider performance expectancy, effort expectancy, facilitating conditions, hedonic motivation, price value, switching cost, and habit when deciding to use the Metaverse. Our multi-group analysis further showed that only the habit factor in Gen Y was rejected. Notably, Gen Z prioritizes social influence more than Gen Y, although this factor was not significant in the broader dataset.
Gen Y, often called “digital natives”, grew up during the dawn of the Internet, witnessing the rise of digital technologies and social media. In contrast, Gen Z, born into a digital age, never experienced life without technology. They are more likely to hold liberal views and are less traditional in their activities. Consequently, Gen Y may possess a more profound grasp of emerging technologies like the Metaverse, relying heavily on them for communication and valuing peers’ opinions. Both generations emphasize habit and price value when considering the Metaverse, but Gen Z’s inclination is stronger, possibly due to their intrinsic tech-savviness and practicality [11,12,13,14,15,16,17,18].
Switching cost emerges as a key determinant for Metaverse engagement, attributed to Gen Y’s preference for immersive experiences, loyalty programs, and consistent online support. In contrast, Gen Z shows a discerning attitude toward marketing, while Gen Y leans toward enhancing product and service quality. E-commerce businesses can tailor their strategies by considering the unique preferences and behaviors of both generations [66,67,68].

6.2. Academic Implications

This study, drawing upon the UTAUT2 model, delves into the nuances influencing Vietnamese Gen Y and Gen Z’s adoption of the Metaverse platform, unveiling several critical insights:
Firstly, our research stands at the forefront of studies leveraging the UTAUT2 model to elucidate the intent to adopt the Metaverse platform in Vietnam. The results indicate that, on the whole, every factor except for social influence (H3) significantly shaped the intent to utilize the platform. Gen Y’s intention was not governed by habit, while both generational cohorts found performance expectancy, effort expectancy, facilitating conditions, and hedonic motivation pivotal. Intriguingly, Gen Y was notably more swayed by social influence compared to Gen Z. Conversely, Gen Z ascribed more weight to price value than Gen Y—a variation rooted in Gen Z’s ingrained digital acumen.
Secondly, we enriched the UTAUT2 model by incorporating “switching cost” as a determinant of the Metaverse platform’s adoption intent. Both generations assessed the cost implications of transitioning to the Metaverse platform, with Gen Z demonstrating a pronounced propensity to migrate.
In essence, our revelations largely resonate with the tenets of the UTAUT2 framework, reinforcing its applicability, while concurrently expanding our comprehension of the factors underpinning Metaverse adoption.

6.3. Practical Implications

The Metaverse is poised to redefine the contours of e-commerce, enabling enterprises to discern and court their desired audience effectively. Our findings are instrumental for commercial ventures, offering granular perspectives about their potential users. Derived from our study, the following practical implications are paramount:
First, performance expectancy, potential impediments, and the economic considerations associated with transitioning underscore users’ adoption decisions. Consequently, enterprises ought to fortify platform functionalities and employ cutting-edge technology to ensure a seamless user experience.
Second, captivating a diverse and expansive user base necessitates the curation of eclectic content, emblematic of unparalleled service quality. Thus, businesses should prioritize content innovation to continually pique user interest.
Third, the economic, temporal, and psychological facets of adopting a new platform reign supreme in user decisions. As such, enterprises should be circumspect about not only the monetary cost but also the time and mental investments users allocate to familiarize themselves with new platforms.
Fourth, the generational divergence in expectations underscores the importance of tailored strategies. To optimize engagement, businesses should harness technology, amplifying the caliber of their Metaverse offerings. Initiatives like electronic word-of-mouth (e-WOM) can be instrumental for Gen Y, given their susceptibility to social influence—a factor that is palpably less decisive for Gen Z.
Lastly, understanding the myriad determinants influencing user adoption choices in the Metaverse remains crucial across generations. The emphasis on cost-efficiency during transitions is salient and can be tackled by formulating robust strategies that foster a profound user affiliation with a brand’s digital realm.

7. Limitations and Future Directions

This study, while providing valuable insights, carries with it certain limitations that need acknowledgment and contemplation.
First, one of the primary constraints of this study is the omission of moderating factors intrinsic to the UTAUT2 model. Specifically, age can greatly influence technology adoption behaviors, with distinct age groups having unique perspectives and experiences. Gender can often influence technological interaction, with men and women sometimes demonstrating differing inclinations toward technology usage. Experience or familiarity with a platform can dramatically affect adoption rates and perceptions. Given that the UTAUT2 framework acknowledges the significance of these variables, their absence in the current study leaves room for further exploration. Future research endeavors should consider integrating these moderating factors, facilitating a more nuanced and layered understanding of Metaverse platform adoption.
Second, another limitation pertains to the lack of investigation into the myriad factors that govern service providers’ behavioral intentions. Specifically, the reputation or standing of a company in the market can significantly influence its adoption strategy and user trust. And the stability, security, and efficiency of the platform can dramatically affect user adoption rates. Moreover, the degree to which users trust a platform often hinges on the credibility and reliability of the service provider. User trust is a linchpin for any technology’s successful adoption.
Addressing these determinants in subsequent studies can provide a holistic understanding of both user and provider perspectives, contributing to a comprehensive analysis of Metaverse platform adoption dynamics.
Given the identified limitations, forthcoming studies should seek to encompass the aforementioned variables and perspectives. Such a broadened scope can not only validate the findings of this study but also enrich the extant literature on the adoption and implementation of the Metaverse platform.

Author Contributions

Conceptualization, M.N.N. and Y.-C.L.; methodology, M.N.N. and Y.-C.L.; software, M.N.N.; validation, M.N.N. and Y.-C.L.; formal analysis, M.N.N. and Y.-C.L.; investigation, M.N.N.; data curation, M.N.N. and Y.-C.L.; writing—original draft preparation, M.N.N.; writing—review and editing, Y.-C.L. and Q.Y.; visualization, Y.-C.L. and Q.Y.; supervision, Y.-C.L. All authors have read and agreed to the published version of the manuscript.

Funding

This research received no external funding.

Institutional Review Board Statement

Not applicable.

Informed Consent Statement

Not applicable.

Data Availability Statement

The data that support the findings of this study are available from the authors upon reasonable request.

Conflicts of Interest

The authors declare no conflict of interest.

Appendix A

Table A1. Operational definitions and measurement items.
Table A1. Operational definitions and measurement items.
VariableDefinitionMeasurement ItemsReferences
Performance ExpectancyThe extent to which a person believes that using a system will enhance their job performance.PE1I find Metaverse platforms useful in my daily life.[39,47]
PE2Using Metaverse platforms helps me accomplish tasks more efficiently.
PE3Utilizing Metaverse platforms boosts my productivity.
Effort ExpectancyThe ease of using a systemEE1I find it easy to learn how to use Metaverse platforms.[39,50]
EE2My interactions with Metaverse platforms are clear and straightforward.
EE3I can easily master the use of Metaverse platforms.
Social InfluenceThe extent to which an individual feels it is important for others to think they should use the new systemSI1People who matter to me believe I should use Metaverse platforms.[39,47]
SI2People who shape my decisions feel I should utilize Metaverse platforms.
SI3People whose views I respect suggest I engage with Metaverse platforms.
Facilitating ConditionsHow much an individual thinks there is organizational and technical support for technology useFC1I possess the necessary resources to utilize Metaverse platforms.[39,47,50]
FC2I have the essential knowledge to use Metaverse platforms.
FC3When facing challenges with Metaverse platforms, I can seek assistance.
Hedonic MotivationThe enjoyment or satisfaction obtained from using technologyHM1Engaging with Metaverse platforms is intriguing.[39,47,52]
HM2Using Metaverse platforms is pleasurable.
HM3Interacting with Metaverse platforms is amusing.
Price valueThe mental balance between seeing technology’s benefits and its financial costVP1Metaverse platforms are priced reasonably.[39,50]
VP2Metaverse platforms offer good value for money.
VP3Metaverse platforms deliver commendable value for their price.
HabitThe inclination to use a specific technology or service without realizing itHB1Engaging with Metaverse platforms has become habitual for me.[39,57]
HB2It feels natural for me to use Metaverse platforms.
HB3I use Metaverse platforms spontaneously, without premeditation.
Switching CostThe financial or other costs associated with trying out a new systemSC1I believe there might be a monetary expense associated with using Metaverse platforms.[67]
SC2I reckon using Metaverse platforms might consume time.
SC3I suspect there could be non-financial costs when using Metaverse platforms.
Intention to UseHow much a person has intentionally planned to take or avoid a specific action in the futureBI1I aim to conduct payments using Metaverse platforms in the future.[39]
BI2I am inclined to consistently use Metaverse platforms in my routine.
BI3I have plans to utilize Metaverse platforms soon.

References

  1. Richter, S.; Richter, A. What is novel about the Metaverse? Int. J. Inf. Manag. 2023, 73, 102684. [Google Scholar] [CrossRef]
  2. Dwivedi, Y.K.; Hughes, L.; Baabdullah, A.M.; Ribeiro-Navarrete, S.; Giannakis, M.; Al-Debei, M.M.; Dennehy, D.; Metri, B.; Buhalis, D.; Cheung, C.M.K.; et al. Metaverse beyond the hype: Multidisciplinary perspectives on emerging challenges, opportunities, and agenda for research, practice and policy. Int. J. Inf. Manag. 2022, 66, 102542. [Google Scholar] [CrossRef]
  3. Buhalis, D.; Leung, D.; Lin, M. Metaverse as a disruptive technology revolutionising tourism management and marketing. Tour. Manag. 2023, 97, 104724. [Google Scholar] [CrossRef]
  4. Pellegrino, A.; Wang, R.; Stasi, A. Exploring the intersection of sustainable consumption and the Metaverse: A review of current literature and future research directions. Heliyon 2023, 9, e19190. [Google Scholar] [CrossRef]
  5. Ball, M. The Metaverse: And How It Will Revolutionize Everything; Liveright Publishing: New York, NY, USA, 2022. [Google Scholar]
  6. IntelligenceBloomberg. Metaverse May Be $800 Billion Market, Next Tech Platform. Available online: https://www.bloomberg.com/professional/blog/metaverse-may-be-800-billion-market-next-tech-platform/ (accessed on 2 October 2023).
  7. Statista.com. Available online: https://www.statista.com/statistics/1288870/reasons-joining-metaverse/ (accessed on 20 August 2023).
  8. Knox, J. The metaverse, or the serious business of tech 4.0 play. New Media Soc. 2022, 24, 3–12. [Google Scholar]
  9. Maloney, D. A Youthful Metaverse: Towards Designing Safe, Equitable, and Emotionally Fulfilling Social Virtual Reality Spaces for Younger Users. Ph.D. Thesis, Graduate School of Clemson University, Clemson, SC, USA, 2021. [Google Scholar]
  10. Park, S.M.; Kim, Y.G. A metaverse: Taxonomy, components, applications, and open challenges. IEEE Access 2021, 10, 4209–4251. [Google Scholar] [CrossRef]
  11. Calvo-Porral, C.; Pesqueira-Sanchez, R. Generational Differences in Technology Behaviour: Comparing Millennials and Generation X. Kybernetes 2020, 49, 2755–2772. [Google Scholar] [CrossRef]
  12. Curtis, B.L.; Ashford, R.D.; Magnuson, K.I.; Pettes, S.R. Comparison of Smartphone Ownership, Social Media Use, and Willingness to Use Digital Interventions Between Generation Z and Millennials in the Treatment of Substance Use: Cross-Sectional Questionnaire Study. J. Med. Internet Res. 2019, 21, e13050. [Google Scholar] [CrossRef]
  13. Daqar, M.A.; Arqawi, S.; Karsh, S.A. Fintech in the Eyes of Millennials and Generation Z (the Financial Behavior and Fintech Perception). Banks Bank Syst. 2020, 15, 20–28. [Google Scholar] [CrossRef]
  14. Debb, S.M.; Schaffer, D.R.; Colson, D.G. A Reverse Digital Divide: Comparing Information Security Behaviors of Generation Y and Generation Z Adults. Int. J. Cybersecur. Intell. Cybercrime 2020, 3, 42–55. [Google Scholar] [CrossRef]
  15. Dhinakaran, V.; Partheeban, P.; Ramesh, R.; Balamurali, R.; Dhanagopal, R. Behavior and Characteristic Changes of Generation Z Engineering Students. In Proceedings of the 2020 6th International Conference on Advanced Computing and Communication Systems (ICACCS), Coimbatore, India, 6–7 March 2020; pp. 1434–1437. [Google Scholar] [CrossRef]
  16. Hysa, B.; Karasek, A.; Zdonek, I. Social Media Usage by Different Generations as a Tool for Sustainable Tourism Marketing in Society 5.0 Idea. Sustainability 2021, 13, 1018. [Google Scholar] [CrossRef]
  17. Reisenwits, T.H. Differences in Generation Y and Generation Z: Implications for Marketers. Mark. Manag. J. 2021, 31, 78–92. [Google Scholar]
  18. Shams, G.; Rehman, M.A.; Samad, S.; Oikarinen, E.-L. Exploring Customer’s Mobile Banking Experiences and Expectations among Generations X, Y and Z. J. Fin. Serv. Mark. 2020, 25, 1–13. [Google Scholar] [CrossRef]
  19. Viet, L. “Metaverse” Trước cơ Hội Cất Cánh trong Năm 2022. Available online: https://vtv.vn/the-gioi/metaverse-truoc-co-hoi-cat-canh-trong-nam-2022-2022010617140588.htm (accessed on 20 August 2023).
  20. Joshua, J. Information bodies: Computational anxiety in neal Stephenson’s snow crash. Interdiscip. Lit. Stud. 2017, 19, 17–47. [Google Scholar] [CrossRef]
  21. Zyda, M. Let’s Rename Everything “the Metaverse!”. Computer 2022, 55, 124–129. [Google Scholar] [CrossRef]
  22. Han, D.I.D.; Bergs, Y.; Moorhouse, N. Virtual reality consumer experience escapes: Preparing for the metaverse. Virtual Real. 2022, 26, 1443–1458. [Google Scholar] [CrossRef]
  23. Hollensen, S.; Kotler, P.; Opresnik, M.O. Metaverse—The New Marketing Universe. J. Bus. Strategy 2022, 44, 119–125. [Google Scholar] [CrossRef]
  24. Mozumder, M.A.I.; Sheeraz, M.M.; Athar, A.; Aich, S.; Kim, H.C. Overview: Technology roadmap of the future trend of metaverse based on IoT, Blockchain, AI technique, and medical domain metaverse activity. In Proceedings of the 2022 24th International Conference on Advanced Communication Technology (ICACT), Pyeongchang, Republic of Korea, 13–16 February 2022; pp. 256–261. [Google Scholar] [CrossRef]
  25. 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).
  26. Xi, N.; Chen, J.; Gama, F.; Riar, M.; Hamairi, J. The Challenges of Entering the Metaverse: An Experiment on the Effect of Extended Reality on Workload. Inf. Syst. Front. 2022, 12, 659–680. [Google Scholar] [CrossRef]
  27. Lawrence, J.; Goldman, D.B.; Achar, S.; Blascovich, G.M.; Desloge, J.G.; Fortes, T.; Gomez, E.M.; Häberling, S.; Hoppe, H.; Huibers, A.; et al. Project Starline: A high-fidelity telepresence system. ACM Trans. Graph. 2021, 40, 1–16. [Google Scholar] [CrossRef]
  28. Lastowka, G. User-generated content and virtual worlds. Vanderbilt J. Entertain. Technol. Law 2021, 10, 893–917. [Google Scholar]
  29. Kaur, M.; Gupta, B.B. Metaverse technology and the current market. Natl. Inst. Technol. Kurukshetra 2021, 1, 1–4. [Google Scholar]
  30. Kim, J. Metaverse’s Characteristic Factors Affecting Word-of-Mouth Intention: Focused on Flow and Satisfaction. Master’s Thesis, Graduate School of Digital Management and e-Business, Korea University, Seoul, Republic of Korea, 2021. [Google Scholar]
  31. Aburbeian, A.M.; Owda, A.Y.; Owda, M. Technology Acceptance Model Survey of the Metaverse Prospects. Artif. Intell. 2022, 1, 285–302. [Google Scholar] [CrossRef]
  32. Bae, E.J. 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 Convergence, Sungkyunkwan University,, Seoul, Republic of Korea, 2021. [Google Scholar]
  33. Oh, J.-H. 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. J. Korea Contents Assoc. 2021, 21, 204–216. [Google Scholar]
  34. Seo, D.K. An Effect of the Untact Education and Training Using Metaverse on Trainees’ Learning Immersion. Ph.D. Thesis, Graduate School of Business Administration, Kyungil University, Seoul, Republic of Korea, 2021. [Google Scholar]
  35. Jang, C.S. A Study on the Factors Influencing the Perception of Metaverse Services: Focusing on Motivation to Use and Immersion. Master’s Thesis, Graduate School of Media, Kyunghee University, Seoul, Republic of Korea, 2022. [Google Scholar]
  36. Akour, I.A.; Al-Maroof, R.S.; Alfaisal, R.; Salloum, S.A. A Conceptual Framework for Determining Metaverse Adoption in Higher Institutions of Gulf Area: An Empirical Study Using Hybrid SEM-ANN Approach. Comput. Educ. Artif. Intell. 2022, 3, 100052. [Google Scholar] [CrossRef]
  37. Park, S.K.; Kang, Y.J. A study on the intentions of early users of metaverse platforms using the technology acceptance model. J. Digit. Converg. 2021, 19, 275–285. [Google Scholar]
  38. Shen, J.; Eder, L.B. Intentions to Use Virtual Worlds for Education. J. Inf. Syst. Educ. 2009, 20, 225–233. [Google Scholar]
  39. Venkatesh, V.; Thong, J.Y.; Xu, X. Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology. MIS Q. 2012, 36, 157–178. [Google Scholar] [CrossRef]
  40. Tamilmani, K.; Rana, N.P.; Wamba, S.F.; Dwivedi, R. The Extended Unified Theory of Acceptance and Use of Technology (UTAUT2): A Systematic Literature Review and Theory Evaluation. Int. J. Inf. Manag. 2021, 57, 102269. [Google Scholar] [CrossRef]
  41. Mutterlein, J.; Kunz, R.E.; Baier, D. Effects of lead-usership on the acceptance of media innovations: A mobile augmented reality case. Technol. Forecast. Soc. Chang. 2019, 145, 113–124. [Google Scholar] [CrossRef]
  42. Faqih, K.M.S.; Jaradat, M.I.R.M. Integrating TTF and UTAUT2 Theories to Investigate the Adoption of Augmented Reality Technology in Education: Perspective from a Developing Country. Technol. Soc. 2021, 67, 101787. [Google Scholar] [CrossRef]
  43. Choi, W.S.; Kang, D.Y.; Marina, S.J. Understanding Factors Influencing Usage and Purchase Intention of a VR Device: An Extension of UTAUT2. Inf. Soc. Media 2017, 18, 173–208. [Google Scholar]
  44. Chung, B.G.; Dong, H.L. Influential Factors on Technology Acceptance of Augmented Reality (AR). Asia Pac. J. Bus. Ventur. Entrep. 2019, 14, 153–168. [Google Scholar]
  45. Gharaibeh, M.K.; Gharaibeh, N.K.; Khan, M.A.; Abuain, W.A.K.; Alqudah, M.K. Intention to Use Mobile Augmented Reality in the Tourism Sector. Comput. Syst. Sci. Eng. 2021, 37, 187–202. [Google Scholar] [CrossRef]
  46. Yang, F.; Ren, L.; Gu, C. A study of college students’ intention to use metaverse technology for basketball learning based on UTAUT2. Heliyon 2022, 8, e10562. [Google Scholar] [CrossRef] [PubMed]
  47. Jin, S. An empirical study on the factors affecting intention to adoption of eXtended Reality. J. Digit. Contents Soc. 2021, 22, 1101–1114. [Google Scholar] [CrossRef]
  48. Macedo, I.M. Predicting the acceptance and use of information and communication technology by older adults: An empirical examination of the revised UTAUT2. Comput. Hum. Behav. 2017, 75, 935–948. [Google Scholar] [CrossRef]
  49. Sanchez, M.R.; Sanchez, P.R.P.; Martin, F.V. Eco-Friendly Performance as a Determining Factor of the Adoption of Virtual Reality Applications in National Parks. Sci. Total Environ. 2021, 798, 148990. [Google Scholar] [CrossRef] [PubMed]
  50. Wu, R.Z.; Lee, J.H. The Comparative Study on Third Party Mobile Payment between UTAUT2 and TTF. J. Distrib. Sci. 2017, 15, 5–19. [Google Scholar]
  51. Martins, G.; Oliveira, T.; Popovic, A. Understanding the internet banking adoption: A unified theory of acceptance and use of technology and perceived risk application. Int. J. Inf. Manag. 2014, 34, 1–13. [Google Scholar] [CrossRef]
  52. Venkatesh, V.; Zhang, X. Unified Theory of Acceptance and Use of Technology, US vs. China. J. Global Inform. Technol. Manag. 2010, 13, 5–27. [Google Scholar]
  53. Correa, P.R.; Cataluna, F.J.R.; Gaitan, J.A.; Velicia, F.M. Analysing the Acceptation of Online Games in Mobile Devices: An Application of UTAUT2. J. Retail. Consum. Serv. 2019, 50, 85–93. [Google Scholar] [CrossRef]
  54. Ajzen, I.; Fishbein, M. Belief, Attitude, Intention, and Behavior: An Introduction to Theory and Research. Philos. Rhetor. 1977, 10, 130–132. [Google Scholar]
  55. Marwell, G.; Oliver, R.L. Social networks and collective action: A theory of the critical mass. Am. J. Sociol. 1988, 94, 502–534. [Google Scholar] [CrossRef]
  56. Bagozzi, R.P.; Lee, K.H. Multiple Routes for Social Influence: The Role of Compliance, Internalization, and Social Identity. Soc. Psychol. Q. 2002, 1, 226–247. [Google Scholar] [CrossRef]
  57. Algahtani, M.; Altameem, A.; Baig, A.R. Adoption of Virtual Reality Technology in Health Centers. Int. J. Comput. Sci. Netw. Secur. 2021, 21, 219–228. [Google Scholar]
  58. Guest, W.; Wild, F.; Vovk, A.; Lefrere, P.; Klemke, R.; Fominykh, M.; Kuula, T. A Technology Acceptance Model for Augmented Reality and Wearable Technologies. J. Univ. Comput. Sci. 2018, 24, 192–219. [Google Scholar]
  59. Bower, M.; Dewitt, D.; Lai, J.W.M. Reasons Associated with Preservice Teachers’ Intention to Use Immersive Virtual Reality in Education. Br. J. Educ. Technol. 2020, 51, 2215–2233. [Google Scholar] [CrossRef]
  60. Vieira, V.; Santini, F.O.; Araujo, C.F. A Meta-Analytic Review of Hedonic and Utilitarian Shopping Values. J. Consum. Market. 2018, 35, 426–437. [Google Scholar] [CrossRef]
  61. Chen, Q.Q.; Park, H.J. Consumer Study on the Acceptance of VR Headsets based on the Extended TAM. J. Digit. Converg. 2018, 16, 117–126. [Google Scholar]
  62. Baptista, G.; Oliveira, T. Understanding Mobile Banking: The Unified Theory of Acceptance and Use of Technology Combined with Cultural Moderators. Comput. Hum. Behav. 2015, 50, 418–430. [Google Scholar] [CrossRef]
  63. Paulo, M.M.; Paulo, R.; Oliveira, T.; Moro, S. Understanding mobile augmented reality adoption in a consumer context. J. Hosp. Tour. Technol. 2018, 9, 142–157. [Google Scholar] [CrossRef]
  64. Limayem, M.; Hirt, S.G.; Cheung, C.M.K. How habit limits the predictive power of intention: The case of information systems continuance. MIS Q. 2007, 31, 705–737. [Google Scholar] [CrossRef]
  65. Hartl, E.; Berger, B. Escaping Reality: Examining the Role of Presence and Escapism in User Adoption of Virtual Reality Glasses. Eur. Conf. Inf. Syst. 2017, 25, 2413–2428. [Google Scholar]
  66. Chen, P.-Y.; Hitt, L.M. Information Technology and Switching Costs. Handb. Econ. Inf. Syst. 2005, 1, 1–42. [Google Scholar]
  67. Jones, M.A.; Mothersbaugh, D.L.; Beatty, S.E. Why customers stay: Measuring the underlying dimensions of service switching costs and managing their differential strategic outcomes. J. Bus. Res. 2002, 55, 441–450. [Google Scholar] [CrossRef]
  68. Liao, Y.-W.; Huang, Y.-M.; Huang, S.-H.; Chen, H.-C.; Wei, C.-W. Exploring the switching intention of learners on social network-based learning platforms: A perspective of the push pull mooring model. Eurasia J. Math. Sci. Technol. Educ. 2019, 15, em1747. [Google Scholar]
  69. Bagozzi, R.P.; Yi, Y. On the Evaluation of Structural Equation Models. J. Acad. Mark. Sci. 1988, 16, 74–94. [Google Scholar] [CrossRef]
  70. Fornell, C.; Larcker, D.F. Structural Equation Models with Unobservable Variables and Measurement Error: Algebra and Statistics. J. Mark. Res. 1981, 18, 39–50. [Google Scholar] [CrossRef]
  71. Chin, W.W.; Marcolin, B.L.; Newsted, P.R. A Partial Least Squares Latent Variable Modeling Approach for Measuring Interaction Effects: Results from a Monte Carlo Simulation Study and an Electronic-Mail Emotion/Adoption Study. Inf. Syst. J. 2003, 14, 189–217. [Google Scholar] [CrossRef]
Figure 1. UTAUT2 model by Venkatesh revised from [39].
Figure 1. UTAUT2 model by Venkatesh revised from [39].
Sustainability 15 14940 g001
Figure 2. Research model.
Figure 2. Research model.
Sustainability 15 14940 g002
Table 1. Demographics of respondents.
Table 1. Demographics of respondents.
DemographicFrequencyPercentage (%)
GenderMale26350.6
Female25749.4
Age15~2529055.8
25~4023044.2
OccupationStudent20539.4
Officer18335.2
Doctor152.9
Police183.5
Businessman397.5
Teacher428.1
Others183.5
EducationHigh School12123.3
Bachelor’s Degree30759
Master’s Degree5310.2
Doctoral Degree/Higher214
Other183.5
PlaceHa Noi13926.7
HaiPhong9317.9
Da Nang8917.1
Ho Chi Minh City150288
Other499.4
Income<VND 50026250.4
VND 500~100020439.2
VND 1000~1500254.8
Other295.6
PlatformGame platform25649.2
Business platform21441.2
Video platform509.6
Table 2. Reliability, CR, and AVE.
Table 2. Reliability, CR, and AVE.
ConstructItemsItem LoadingsCRCronbach’s AlphaAVE
Performance Expectancy
(PE)
PE10.8550.9070.8460.764
PE20.818
PE30.818
Effort Expectancy
(EE)
EE10.8410.9080.8470.766
EE20.816
EE30.805
Social Influence
(SI)
SI10.8050.9040.8400.757
SI20.800
SI30.780
Facilitating Conditions
(FC)
FC10.8260.9020.8370.753
FC20.819
FC30.810
Hedonic Motivation
(HM)
HM10.8160.9010.8350.752
HM20.806
HM30.755
Price Value
(VP)
VP10.7740.9040.8410.759
VP20.835
VP30.803
Switching Cost
(SC)
SC10.8600.8920.8200.734
SC20.852
SC30.700
Habit
(HB)
HB10.7860.8990.8310.748
HB20.772
HB30.821
Intention to Use
(IU)
IU10.8770.9140.8590.764
IU20.868
IU30.876
Table 3. Discriminant validity.
Table 3. Discriminant validity.
EEFCHBHMIUPEPVSCSI
EE0.875
FC0.310 **0.868
HB0.333 **0.342 **0.865
HM0.330 **0.348 **0.431 **0.867
IU0.527 **0.478 **0.562 **0.593 **0.882
PE0.452 **0.302 **0.297 **0.269 **0.543 **0.874
PV0.240 **0.276 **0.442 **0.507 **0.568 **0.207 **0.871
SC−0.294 **−0.305 **−0.458 **−0.349 **−0.503 **−0.183 **−0.377 **0.864
SI0.363 **0.447 **0.357 **0.405 **0.542 **0.362 **0.405 **−0.349 **0.870
Note: ** p < 0.01. Values in bold represent the square root of the AVE.
Table 4. Model fit.
Table 4. Model fit.
Fit IndexRecommended ValueStructural Model
χ2/DF<3.001.283
GFI (goodness of fit index)≥0.900.950
CFI (comparative fit index)≥0.900.989
NFI (normed fit index)≥0.900.952
AGFI (adjusted goodness of fit index)≥0.900.934
RMSEA (root mean square error of approximation)≤0.0500.023
RMR (root mean square residual)≤0.0500.025
Table 5. Test results of hypotheses.
Table 5. Test results of hypotheses.
HypothesisEstimateSECRp-ValueResult
H1PE→IU0.2940.0327.332***Accepted
H2EE→IU0.1570.0334.007***Accepted
H3SI→IU0.0630.0331.4600.144Rejected
H4FC→IU0.1040.0322.7170.007Accepted
H5HM→IU0.2060.0324.669***Accepted
H6VP→IU0.2320.0345.252***Accepted
H7HB→IU0.1210.0332.8040.005Accepted
H8SC→IU-0.1600.030−4.081***Accepted
Note: *** p < 0.001.
Disclaimer/Publisher’s Note: The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of MDPI and/or the editor(s). MDPI and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content.

Share and Cite

MDPI and ACS Style

Lee, Y.-C.; Nguyen, M.N.; Yang, Q. Factors Influencing Vietnamese Generation MZ’s Adoption of Metaverse Platforms. Sustainability 2023, 15, 14940. https://doi.org/10.3390/su152014940

AMA Style

Lee Y-C, Nguyen MN, Yang Q. Factors Influencing Vietnamese Generation MZ’s Adoption of Metaverse Platforms. Sustainability. 2023; 15(20):14940. https://doi.org/10.3390/su152014940

Chicago/Turabian Style

Lee, Young-Chan, Minh Ngoc Nguyen, and Qin Yang. 2023. "Factors Influencing Vietnamese Generation MZ’s Adoption of Metaverse Platforms" Sustainability 15, no. 20: 14940. https://doi.org/10.3390/su152014940

Note that from the first issue of 2016, this journal uses article numbers instead of page numbers. See further details here.

Article Metrics

Back to TopTop