How does gamification affect user Acceptance of metaverse: An Empirical Study based on SOR Theory
摘要: 摘要: 目的/意义 随着数字技术的发展和现实生活的需求,元宇宙逐渐兴起。当企业争相进入这个领域时,如何让普通用户产生了解元宇宙的兴趣,提高对其接受程度,显得至关重要。 方法/过程 本研究从游戏化视角出发,以华中师范大学图书馆推出的文化元宇宙活动为契机,采用情景实验法对参与活动的用户数据进行收集,通过实证方法探究游戏化对于元宇宙接受程度的影响机制。 结果/结论 研究结果表明:游戏化能够通过情感的中介作用对元宇宙的接受程度产生积极影响。其中,游戏化能够对情感产生直接或间接的影响:一方面,游戏化会直接影响用户的情感,且在这个过程中,成就感起到调节作用;另一方面,游戏化正向影响用户的沉浸感,沉浸感有助于产生新奇体验,间接影响用户的情感。
Abstract: Abstract: Purpose/significance With the development of digital technology and the needs of real life, the metaverse is gradually emerging. When enterprises rush to enter this field, how to let ordinary users have an interest in understanding the metaverse and improve their acceptance of it is crucial. Method/process Therefore, from the perspective of gamification, this paper takes the metaverse activity launched by the Library of Central China Normal University as an opportunity to collect data of users participating in the activity by using Scene experiment method, and explores the influence mechanism of gamification users' acceptance of the metaverse based on the above data. Result/conclusion The results show that gamification can influence the acceptance of the meta-universe through the mediation of emotion. Gamification can have a direct or indirect effect on emotion. On the one hand, gamification can bring users a sense of immersion, which in turn will bring novel experiences, indirectly making users produce positive emotions. On the other hand, gamification directly affects the emotions of the user, and in this process, the sense of accomplishment plays a moderating role.
[V1] | 2023-08-29 00:06:24 | ChinaXiv:202308.00742V1 | 下载全文 |
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