Exploring the Metaverse Reuse Intention of University Liberal Arts Computer Class for Students through the Technology Acceptance Model
Abstrak
In this study, we analyzed the metaverse reuse intention of college students. We introduced the “Zepeto” metaverse platform in liberal arts computer classes at a four-year university. In this study, the technology acceptance model was used as a theoretical background, and self-efficacy, perceived pleasure, and information quality were used as research variables. This study's independent variables are self-efficacy, perceived pleasure, information quality, perceived usefulness, and perceived ease of use. The study identified the intention of college students to use the metaverse as a survey method. As a result of the study, we found that self-efficacy had a significant effect on university liberal arts computer ease of instruction. Also, metaverse reuse intention along with perceived ease of use, and the relationship between perceived usefulness and perceived ease of use, had a positive effect. We found that perceived play had a positive effect on perceived usefulness, perceived ease of use, and metaverse intention. Information quality had a significant effect on perceived usefulness, perceived ease of use, and intention to reuse the metaverse. When self-efficacy, perceived pleasure, and information quality were viewed as independent variables, and metaverse reuse intention was viewed as a dependent variable, there was a mediating effect between perceived usefulness and perceived ease of use.
Penulis (2)
Hyojung Kim
Saenae Oh
Akses Cepat
- Tahun Terbit
- 2022
- Bahasa
- en
- Total Sitasi
- 4×
- Sumber Database
- CrossRef
- DOI
- 10.46392/kjge.2022.16.4.159
- Akses
- Open Access ✓