Research Article
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Metaverse Users' Purchase Intention in Second Life

Year 2024, Volume: 4 Issue: 1, 84 - 93, 30.06.2024
https://doi.org/10.57019/jmv.1423387

Abstract

The Metaverse is a regenerated digital environment that fully immerses people in a virtual world experience. It is often referred to as the "internet of the future" and has drawn the interest of businesses and academics as well. An analysis was carried out utilizing Second Life as a platform in order to investigate this idea and comprehend consumers' motivations to purchase. 267 valid responses to a web-based survey using judgment and convenience sampling were obtained. The collected data was analyzed using SPSS 20 to assess the validity and reliability of the seven-dimension Technology Acceptance Model. Multiple regression modeling, validity and reliability analyses, and descriptive statistics have been carried out. The study's other hypotheses, such as the benefits of telepresence on trust, perceived usefulness, and enjoyment; perceived ease of use on perceived usefulness; perceived usefulness on attitudes; trust on attitudes; perceived social presence on trust and enjoyment; and enjoyment on attitudes in Second Life, were supported by the findings, even though the hypothesis that perceived social presence positively influenced perceived usefulness in Second Life was not supported. This research provides insights into the Metaverse and its users' virtual product purchase intentions, shedding light on its potential impact on future internet experiences.

Supporting Institution

Cag university

Project Number

2022-1-1

Thanks

Cag University

References

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Year 2024, Volume: 4 Issue: 1, 84 - 93, 30.06.2024
https://doi.org/10.57019/jmv.1423387

Abstract

Project Number

2022-1-1

References

  • N. G. Narin, “A content analysis of the metaverse articles”. Journal of Metaverse 2021, 1(1), 17-24.
  • Kuznetcova, I.; Glassman, M. Rethinking the use of Multi-User Virtual Environments in education. Technology, Pedagogy and Education 2020, 1-17. doi:10.1080/1475939X.2020.1768141
  • Demirbağ, İ. Üç boyutlu sanal dünyalar. Açıköğretim Uygulamaları ve Araştırmaları Dergisi 2020, 6(4), 97-112.
  • Gül, L. M. İşbirlikçi mimari tasarım eğitiminde sanal dünya kullanımı. METU JFA 2011, 25(2), 255-267. doi: 10.4305/METU.JFA.2011.2.14
  • Bayraktar, E.; Kaleli, F. Sanal gerçeklik uygulama alanları. Akademik Bilişim, 2007, 1-6.
  • Tuten, T. Real world experience, virtual world environment: the design and execution of marketing plans in Second Life. Marketing Education Review 2009, 19(1), 1-5. doi: 10.1080/10528008.2009.11489053
  • Oxford Analytica. Metaverse holds unknowable societal risks. Emerald Expert Briefings 2022. https://doi.org/10.1108/OXAN-DB267012
  • Gent, E. Lessons from a Second Life > before meta, Philip Rosedale created an online universe, IEEE Spectrum 2022, 59(1), 19-19. doi: 10.1109/MSPEC.2022.9676346
  • Kim, J. Advertising in the metaverse: research agenda. Journal of Interactive Advertising 2021, 21(3), 141-144. doi: 10.1080/15252019.2021.2001273
  • Gadekallu, T. R.; Huynh-The, T.; Wang, W.; Yenduri, G.; Ranaweera, P.; Pham, Q.; Costa, D. B.; Liyanage, M. Blockchain for the metaverse: a review. arXiv 2022, Cornell University. doi: 10.48550/ARXIV.2203.09738
  • Mystakidis, S. Metaverse. Encyclopedia 2022, 2(1), 486-497. doi: 10.3390/encyclopedia2010031
  • Arı, G. A case study on marketing activities of nonprofit organizations in virtual world: second life-live and learn in Kenya “feed a smile example”. Master's thesis, Çağ University, Mersin, 2018.
  • Lee, U.-K.; Kim, H. UTAUT in Metaverse: an “Ifland” case. Journal of Theoretical and Applied Electronic Commerce Research 2022, 17, 613-635. https://doi.org/ 10.3390/jtaer17020032
  • Çetinkaya, S. Covid-19 döneminde sanal dünyalarin kâr amaci gütmeyen organizasyonlar üzerindeki etkisi: Second Life örneği. Master's thesis, Çağ University, Mersin, 2021.
  • Council of the European Union. Metaverse – virtual world, real challenges. Analysis and Research Team. Available online: https://www.consilium.europa.eu/media/54987/metaverse-paper-9-march-2022.pdf (accessed on June 20, 2022).
  • European Parliament. Metaverse-opportunities, risks and policy implications. Available online: https://www.europarl.europa.eu/RegData/etudes/BRIE/2022/733557/EPRS_BRI(2022)733557_EN.pdf (accessed on June 20, 2022).
  • Wyld, D. C. Managing in the virtual world: How Second Life is rewriting the rules of “real life” business. Advanced Techniques in Computing Sciences and Software Engineering 2009, 123–128. doi:10.1007/978-90-481-3660-5_21
  • Virtual: meaning in the Cambridge English Dictionary. Available online: https://dictionary.cambridge.org/dictionary/english/virtual
  • Furber, M. Ethics & virtual worlds. Tabah Analytic Brief 2009, Tabah Foundation.
  • Bartle, R. A. Designing virtual worlds. New Riders Games 2003.
  • Guo, Y.; Barnes, S. Virtual item purchase behavior in virtual worlds: an exploratory investigation. Electron Commer Research 2009, 9, 77-96. doi: 10.1007/s10660-009-9032-6
  • Hassouneh, D.; Brengman, M. Shopping for virtual products in social virtual worlds: does user gender matter? In Proceedings of the 11th International conference on business, education, humanities and social sciences studies, Istanbul, Turkey, May 2018. https://doi.org/10.17758/EARES1.EAP0518414
  • Atherton, A. Philip Rosedale. In: The Rise of Virtual Communities. Apress 2023, Berkeley, CA. https://doi.org/10.1007/978-1-4842-9297-6_5
  • Bonsu, S. K.; Darmody, A. Co-creating Second Life: market-consumer cooperation in contemporary economy. Journal of Macromarketing 2008, 28(4), 355–368. doi:10.1177/0276146708325396
  • Zhang, D.; Shrestha, P. Doing business in Second Life: e-commerce in 3D online environment. International Journal of Electronic Business 2010, 8(2), 148-169. doi:10.1504/IJEB.2010.032092
  • Barnes, S. J.; Mattsson, J. Exploring the fit of real brands in the Second Life virtual world. Journal of Marketing Management 2011, 27(9), 934-958. doi: 10.1080/0267257X.2011.565686
  • Yurttaş, Ö. U. Sosyal medya ortamı olarak Second Life’da yayınlanan reklamların marka bilinirliğindeki rolü. Doctoral dissertation, Marmara University, Istanbul, 2011.
  • Doğan, E. Simülasyon kuramı bağlamında oyun içi reklam: “İkinci Hayat” oyunu örneği. Master's thesis, Marmara University, Istanbul, 2020.
  • Çetin, Ö. İşletme eğitiminde sanal dünya uygulamalarının öğrenci motivasyonu üzerine etkisi; ‘‘Second Life’’ örneği. Master's thesis, Çağ University, Mersin, 2019.
  • Kim, D.; Vorobel, O.; Kim, B. Students' Use of Second Life in Learning Spanish as a Foreign Language. Journal of Second Language Teaching and Research 2018, 6(1), 109-142.
  • Davis, F. D. A technology acceptance model for empirically testing new end-user information systems: theory and results. Doctoral dissertation, Massachusetts Institute of Technology, Cambridge, 1986.
  • Mathieson, K. Predicting user intentions: comparing the technology acceptance model with the theory of planned behavior. Information Systems Research 1991, 2(3), 173-191. doi: 10.1287/isre.2.3.173
  • Davis, F. D.; Bagozzi, R. P.; Warshaw, P. R. User acceptance of computer technology: a comparison of two theoretical models. Management Science, 1989, 35(8), 982-1003.
  • Çelik, Z. Tüketicilerin çevrimiçi bilgi arama sürecinde, bilgi edinme araçlarının satın alma niyetine etkisi ve bir araştırma. Doctoral dissertation, Marmara University, Istanbul, 2021.
  • Yılmaz, C.; Tümtürk, A. İnternet üzerinden alışveriş niyetini etkileyen faktörlerin genişletilmiş teknoloji kabul modeli kullanarak incelenmesi ve bir model önerisi. Yönetim ve Ekonomi Celal Bayar Üniversitesi İktisadi ve İdari Bilimler Fakültesi Dergisi 2015, 22(2), 355-384. doi: 10.18657/yecbu.76242
  • Zeren, D. Mobil hizmet inovasyonlarının kabulü: Türkiye örneği. Doctoral dissertation, Çukurova University, Adana, 2010.
  • Kalyoncuoğlu, S. Tüketicilerin online alışverişlerindeki sanal kart kullanımlarının teknoloji kabul modeli ile incelenmesi. Afyon Kocatepe Üniversitesi Sosyal Bilimler Dergisi 2018, 20(2), 193-213.
  • Türker, A.; Özaltın Türker, G. Turistik ürün satın alma davranışının teknoloji kabul modeli ile incelenmesi. Sosyal Bilimler Enstitüsü Dergisi 2013, 15(2), 281-312. Retrieved from https://dergipark.org.tr/tr/pub/deusosbil/issue/4633/63156
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There are 83 citations in total.

Details

Primary Language English
Subjects Marketing (Other)
Journal Section Research Articles
Authors

Beste Demirci 0000-0002-4001-1527

Eda Yaşa Özeltürkay 0000-0001-9248-1371

Murat Gülmez 0000-0003-2584-785X

Project Number 2022-1-1
Publication Date June 30, 2024
Submission Date January 21, 2024
Acceptance Date June 28, 2024
Published in Issue Year 2024 Volume: 4 Issue: 1

Cite

APA Demirci, B., Yaşa Özeltürkay, E., & Gülmez, M. (2024). Metaverse Users’ Purchase Intention in Second Life. Journal of Metaverse, 4(1), 84-93. https://doi.org/10.57019/jmv.1423387

Journal of Metaverse
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Scopus and DOAJ

Publisher
Izmir Academy Association
www.izmirakademi.org