Research Article
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The Relationship Between Avatar Identification Factors and Vicarious Pleasure: The Moderating Role of Affect Intensity in the Metaverse

Year 2024, Volume: 4 Issue: 2, 138 - 145
https://doi.org/10.57019/jmv.1557144

Abstract

This study investigated the connection between avatar identification factors, sharing intentions, and the influence of vicarious pleasure. Additionally, it explored the moderating effect of affect intensity on this relationship. For this, data was collected from 228 college students in South Korea through a survey. This study used hierarchical regression. The findings revealed several key points. Firstly, participants who perceived greater similarity identification, wishful identification, and embodied presence in their avatars within the metaverse platform reported higher satisfaction with their avatars. Secondly, participants who experienced a higher sense of embodied presence in their avatars were more inclined to share their avatars due to the vicarious pleasure they derived from it. Lastly, the positive correlation between perceived embodied presence and vicarious pleasure was stronger for participants with higher affect intensity in the metaverse platform. This study is the first to examine the integral model of avatar identification factors in the metaverse platform.

References

  • Feng, X., Wang, X. & Su, Y. (2022). An analysis of the current status of metaverse research based on bibliometrics. Library Hi Tech, Vol. ahead-of-print No. ahead-of-print. https://doi.org/10.1108/LHT-10-2022-0467.
  • Kozinets, R.V. (2023). Immersive netnography: a novel method for service experience research in virtual reality, augmented reality and metaverse contexts. Journal of Service Management, 34(1), 100-125.
  • Hirsch, P. B. (2022). Adventures in the metaverse. Journal of Business Strategy, 43(5), 332-336.
  • Chetioui, Y., Benlafqih, H. & Lebdaoui, H. (2020). How fashion influencers contribute to consumers' purchase intention. Journal of Fashion Marketing and Management, 24(3), 361-380.
  • Haji, I. H. A., Peluso, A. M. & Jong, A. D. (2021). Online private self-disclosure’s potential for experiential value co-creation. European Journal of Marketing, 55(12), 3059-3098.
  • Kozinets, R.V. (2023). Immersive netnography: a novel method for service experience research in virtual reality, augmented reality and metaverse contexts. Journal of Service Management, 34(1), 100-125.
  • Carlson, J., Gudergan, S.P., Gelhard, C. & Rahman, M.M. (2019). Customer engagement with brands in social media platforms: Configurations, equifinality and sharing. European Journal of Marketing, 53(9), 1733-1758.
  • Habil, S.G.M., El-Deeb, S. & El-Bassiouny, N. (2023). The metaverse era: leveraging augmented reality in the creation of novel customer experience. Management & Sustainability: An Arab Review, Vol. ahead-of-print No. ahead-of-print. https://doi.org/10.1108/MSAR-10-2022-0051.
  • Kang, H., & Kim, H. K. (2020). My avatar and the affirmed self: Psychological and persuasive implications of avatar customization. Computers in Human Behavior, 112, 106446.
  • Murphy, F. (2022). Who Are You in a Virtual World? A Thematic Analysis of Self-Identifying Video Gamers and Their Relationship with Their Customizable Avatar in an Online Gaming Environment (Doctoral dissertation, New Mexico State University).
  • Saren, M., Harwood, T., Ward, J., & Venkatesh, A. (2013). Marketing beyond the frontier? Researching the new marketing landscape of virtual worlds. Journal of Marketing Management, 29(13-14), 1435-1442.
  • Batat, W. & Hammedi, W. (2023). The extended reality technology (ERT) framework for designing customer and service experiences in phygital settings: a service research agenda. Journal of Service Management, 34(1), 10-33.
  • Dionisio, J. D. N., III, W. G. B., & Gilbert, R. (2013). 3D virtual worlds and the metaverse: Current status and future possibilities. ACM Computing Surveys (CSUR), 45(3), 1-38.
  • Buhalis, D., Lin, M.S. & Leung, D. (2023). Metaverse as a driver for customer experience and value co-creation: implications for hospitality and tourism management and marketing. International Journal of Contemporary Hospitality Management, 35(2), 701-716.
  • Foster, J.K., McLelland, M.A. & Wallace, L.K. (2022). Brand avatars: impact of social interaction on consumer–brand relationships. Journal of Research in Interactive Marketing, 16(2), 237-258.
  • Nowak, K. L., & Rauh, C. (2005). The influence of the avatar on online perceptions of anthropomorphism, androgyny, credibility, homophily, and attraction. Journal of Computer-Mediated Communication, 11(1), 153-178.
  • Gabrielli, V., Baghi, I. & Codeluppi, V. (2013). Consumption practices of fast fashion products: a consumer‐based approach. Journal of Fashion Marketing and Management, 17(2), 206-224.
  • Li, K., Nguyen, H.V., Cheng, T.C.E. & Teng, C.-I. (2018). How do avatar characteristics affect avatar friendliness and online gamer loyalty? Perspective of the theory of embodied cognition. Internet Research, 28(4), 1103-1121.
  • Fuschillo, G., Cayla, J. & Cova, B. (2022). Brand magnification: when brands help people reconstruct their lives. European Journal of Marketing, 56(3), 768-798.
  • Jin, S.V., Muqaddam, A. & Ryu, E. (2019). Instafamous and social media influencer marketing, Marketing Intelligence & Planning, 37(5), 567-579.
  • Endacott, J. & Brooks, S. (2013). An Updated Theoretical and Practical Model for Promoting Historical Empathy. Social Studies Research and Practice, 8(1), 41-58.
  • Cohen, J. (2001). Defining identification: A theoretical look at the identification of audiences with media characters. Mass communication & society, 4(3), 245-264.
  • Poncin, I., & Garnier, M. (2012). Avatar identification on a 3D commercial website: Gender issues. Journal For Virtual Worlds Research, 5(3), 1-20.
  • Green, R., Delfabbro, P. H., & King, D. L. (2021). Avatar identification and problematic gaming: The role of self-concept clarity. Addictive Behaviors, 113, 106694.
  • Shang, K., Fan, D.X.F. & Buhalis, D. (2023). Tour guides’ self-efficacy and resilience capability building through sharing economy platforms. International Journal of Contemporary Hospitality Management, Vol. ahead-of-print No. ahead-of-print. https://doi.org/10.1108/IJCHM-01-2022-0071.
  • Trabelsi-Zoghlami, A. & Touzani, M. (2019). How real are virtual experiences? For a better understanding of virtual experiences and their impact on consumers’ real life. European Journal of Marketing, 53(8), 1612-1636.
  • Yousaf, S. (2022). Food vloggers and parasocial interactions: a comparative study of local and foreign food vlogs using the S-O-R paradigm. International Journal of Contemporary Hospitality Management, 34(9), 3525-3549.
  • van Looy, J., Courtois, C., De Vocht, M., & De Marez, L. (2012). Player identification in online games: Validation of a scale for measuring identification in MMOGs. Media Psychology, 15(2), 197-221.
  • Hefner, D., Klimmt, C., & Vorderer, P. (2007). Identification with the player character as determinant of video game enjoyment. In L. Ma, R. Nakatsu, & M. Rauterberg (Eds.), International Conference on Entertainment Computing 2007-ICEC 2007 Lecture Notes in Computer Science (Vol. 4740, pp. 39–48). Springer.
  • Huang, T.-L. & Liao, S.-L. (2017). Creating e-shopping multisensory flow experience through augmented-reality interactive technology. Internet Research, 27(2), 449-475.
  • Tawira, L. & Ivanov, A. (2023). Leveraging personalization and customization affordances of virtual try-on apps for a new model in apparel m-shopping. Asia Pacific Journal of Marketing and Logistics, 35(2), 451-471.
  • Wang, H., Ruan, Y. C., Hsu, S. Y., & Sun, C. T. (2019, August 6-10). Effects of game design features on player-avatar relationships and motivation for buying decorative virtual items. DiGRA’19 – Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix, Kyoto, Japan.
  • Bower, M. (2017). Designing for Learning Using Virtual Worlds. Design of Technology-Enhanced Learning, Emerald Publishing Limited, Bingley, pp. 305-364.
  • Zhang, M., Li, Y., Gu, R., & Luo, C. (2021). What type of purchase do you prefer to share on social networking sites: Experiential or material?. Journal of Retailing and Consumer Services, 58, 102342.
  • De Bruyn, A., & Lilien, G. L. (2008). A multi-stage model of word-of-mouth influence through viral marketing. International Journal of Research in Marketing, 25(3), 151–163.
  • Prasad, S., Garg, A. & Prasad, S. (2019). Purchase decision of generation Y in an online environment", Marketing Intelligence & Planning, 37(4), 372-385.
  • Huang, J. L., Ryan, A. M. & Mujtaba, B.G. (2015). Vicarious experience of justice: when unfair treatment of one’s colleague matters. Personnel Review, 44(6), 826-846.
  • tom Dieck, M.C., Jung, T.H., Kim, W.G. & Moon, Y. (2017). Hotel guests’ social media acceptance in luxury hotels. International Journal of Contemporary Hospitality Management, 29(1), 530-550.
  • Qin, F., Le, W., Zhang, M. & Deng, Y. (2023). How perceived attributes of livestreaming commerce influence customer engagement: a social support perspective", Journal of Service Theory and Practice, 33(1), 1-22.
  • Larsen, R. J. (1984). Theory and measurement of affect intensity as an individual difference characteristic. Dissertation Abstracts International, 85, 2297B. (University Microfilms No. 84-22112).
  • Diener, E., Larsen, R. J., Levine, S., & Emmons, R. A. (1985). Intensity and frequency: Dimensions underlying positive and negative affect. Journal of Personality and Social Psychology, 48(5), 1253–1265.
  • Larsen, R. J., Diener, E., & Emmons, R. A. (1986). Affect intensity and reactions to daily life events. Journal of Personality and Social Psychology, 51(4), 803–814.
  • Larsen, R. J., & Diener, E. (1987). Affect intensity as an individual difference characteristic: A review. Journal of Research in Personality, 21(1), 1–39.
  • Gadalla, E., Keeling, K. & Abosag, I. (2013). Metaverse-retail service quality: A future framework for retail service quality in the 3D internet. Journal of Marketing Management 29(13), 1493-1517.
  • Lin, H., & Wang, H. (2014). Avatar creation in virtual worlds: Behaviors and motivations. Computers in Human Behavior, 34, 213-218.
  • Nunnally, J. C. (1978). An overview of psychological measurement. Clinical diagnosis of mental disorders: A handbook, 97-146.
  • Yang, H. (2020). Do SNSs really make us happy? The effects of writing and reading via SNSs on subjective well-being. Telematics and Informatics, 50, 101384.
  • MacKenzie, S. B., & Podsakoff, P. M. (2012). Common method bias in marketing: Causes, mechanisms, and procedural remedies. Journal of Retailing, 88(4), 542-555.
  • Podsakoff, P. M., MacKensie, S. B., Lee, J.-Y., & Podsakoff, N. P. (2003). Common method biases in behavioral research: A critical review of the literature and recommended remedies. Journal of Applied Psychology, 88(5), 879-903.
  • Baron, R. M., & Kenny, D. A. (1986). The moderator–mediator variable distinction in social psychological research: Conceptual, strategic, and statistical considerations. Journal of personality and social psychology, 51(6), 1173.
Year 2024, Volume: 4 Issue: 2, 138 - 145
https://doi.org/10.57019/jmv.1557144

Abstract

References

  • Feng, X., Wang, X. & Su, Y. (2022). An analysis of the current status of metaverse research based on bibliometrics. Library Hi Tech, Vol. ahead-of-print No. ahead-of-print. https://doi.org/10.1108/LHT-10-2022-0467.
  • Kozinets, R.V. (2023). Immersive netnography: a novel method for service experience research in virtual reality, augmented reality and metaverse contexts. Journal of Service Management, 34(1), 100-125.
  • Hirsch, P. B. (2022). Adventures in the metaverse. Journal of Business Strategy, 43(5), 332-336.
  • Chetioui, Y., Benlafqih, H. & Lebdaoui, H. (2020). How fashion influencers contribute to consumers' purchase intention. Journal of Fashion Marketing and Management, 24(3), 361-380.
  • Haji, I. H. A., Peluso, A. M. & Jong, A. D. (2021). Online private self-disclosure’s potential for experiential value co-creation. European Journal of Marketing, 55(12), 3059-3098.
  • Kozinets, R.V. (2023). Immersive netnography: a novel method for service experience research in virtual reality, augmented reality and metaverse contexts. Journal of Service Management, 34(1), 100-125.
  • Carlson, J., Gudergan, S.P., Gelhard, C. & Rahman, M.M. (2019). Customer engagement with brands in social media platforms: Configurations, equifinality and sharing. European Journal of Marketing, 53(9), 1733-1758.
  • Habil, S.G.M., El-Deeb, S. & El-Bassiouny, N. (2023). The metaverse era: leveraging augmented reality in the creation of novel customer experience. Management & Sustainability: An Arab Review, Vol. ahead-of-print No. ahead-of-print. https://doi.org/10.1108/MSAR-10-2022-0051.
  • Kang, H., & Kim, H. K. (2020). My avatar and the affirmed self: Psychological and persuasive implications of avatar customization. Computers in Human Behavior, 112, 106446.
  • Murphy, F. (2022). Who Are You in a Virtual World? A Thematic Analysis of Self-Identifying Video Gamers and Their Relationship with Their Customizable Avatar in an Online Gaming Environment (Doctoral dissertation, New Mexico State University).
  • Saren, M., Harwood, T., Ward, J., & Venkatesh, A. (2013). Marketing beyond the frontier? Researching the new marketing landscape of virtual worlds. Journal of Marketing Management, 29(13-14), 1435-1442.
  • Batat, W. & Hammedi, W. (2023). The extended reality technology (ERT) framework for designing customer and service experiences in phygital settings: a service research agenda. Journal of Service Management, 34(1), 10-33.
  • Dionisio, J. D. N., III, W. G. B., & Gilbert, R. (2013). 3D virtual worlds and the metaverse: Current status and future possibilities. ACM Computing Surveys (CSUR), 45(3), 1-38.
  • Buhalis, D., Lin, M.S. & Leung, D. (2023). Metaverse as a driver for customer experience and value co-creation: implications for hospitality and tourism management and marketing. International Journal of Contemporary Hospitality Management, 35(2), 701-716.
  • Foster, J.K., McLelland, M.A. & Wallace, L.K. (2022). Brand avatars: impact of social interaction on consumer–brand relationships. Journal of Research in Interactive Marketing, 16(2), 237-258.
  • Nowak, K. L., & Rauh, C. (2005). The influence of the avatar on online perceptions of anthropomorphism, androgyny, credibility, homophily, and attraction. Journal of Computer-Mediated Communication, 11(1), 153-178.
  • Gabrielli, V., Baghi, I. & Codeluppi, V. (2013). Consumption practices of fast fashion products: a consumer‐based approach. Journal of Fashion Marketing and Management, 17(2), 206-224.
  • Li, K., Nguyen, H.V., Cheng, T.C.E. & Teng, C.-I. (2018). How do avatar characteristics affect avatar friendliness and online gamer loyalty? Perspective of the theory of embodied cognition. Internet Research, 28(4), 1103-1121.
  • Fuschillo, G., Cayla, J. & Cova, B. (2022). Brand magnification: when brands help people reconstruct their lives. European Journal of Marketing, 56(3), 768-798.
  • Jin, S.V., Muqaddam, A. & Ryu, E. (2019). Instafamous and social media influencer marketing, Marketing Intelligence & Planning, 37(5), 567-579.
  • Endacott, J. & Brooks, S. (2013). An Updated Theoretical and Practical Model for Promoting Historical Empathy. Social Studies Research and Practice, 8(1), 41-58.
  • Cohen, J. (2001). Defining identification: A theoretical look at the identification of audiences with media characters. Mass communication & society, 4(3), 245-264.
  • Poncin, I., & Garnier, M. (2012). Avatar identification on a 3D commercial website: Gender issues. Journal For Virtual Worlds Research, 5(3), 1-20.
  • Green, R., Delfabbro, P. H., & King, D. L. (2021). Avatar identification and problematic gaming: The role of self-concept clarity. Addictive Behaviors, 113, 106694.
  • Shang, K., Fan, D.X.F. & Buhalis, D. (2023). Tour guides’ self-efficacy and resilience capability building through sharing economy platforms. International Journal of Contemporary Hospitality Management, Vol. ahead-of-print No. ahead-of-print. https://doi.org/10.1108/IJCHM-01-2022-0071.
  • Trabelsi-Zoghlami, A. & Touzani, M. (2019). How real are virtual experiences? For a better understanding of virtual experiences and their impact on consumers’ real life. European Journal of Marketing, 53(8), 1612-1636.
  • Yousaf, S. (2022). Food vloggers and parasocial interactions: a comparative study of local and foreign food vlogs using the S-O-R paradigm. International Journal of Contemporary Hospitality Management, 34(9), 3525-3549.
  • van Looy, J., Courtois, C., De Vocht, M., & De Marez, L. (2012). Player identification in online games: Validation of a scale for measuring identification in MMOGs. Media Psychology, 15(2), 197-221.
  • Hefner, D., Klimmt, C., & Vorderer, P. (2007). Identification with the player character as determinant of video game enjoyment. In L. Ma, R. Nakatsu, & M. Rauterberg (Eds.), International Conference on Entertainment Computing 2007-ICEC 2007 Lecture Notes in Computer Science (Vol. 4740, pp. 39–48). Springer.
  • Huang, T.-L. & Liao, S.-L. (2017). Creating e-shopping multisensory flow experience through augmented-reality interactive technology. Internet Research, 27(2), 449-475.
  • Tawira, L. & Ivanov, A. (2023). Leveraging personalization and customization affordances of virtual try-on apps for a new model in apparel m-shopping. Asia Pacific Journal of Marketing and Logistics, 35(2), 451-471.
  • Wang, H., Ruan, Y. C., Hsu, S. Y., & Sun, C. T. (2019, August 6-10). Effects of game design features on player-avatar relationships and motivation for buying decorative virtual items. DiGRA’19 – Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix, Kyoto, Japan.
  • Bower, M. (2017). Designing for Learning Using Virtual Worlds. Design of Technology-Enhanced Learning, Emerald Publishing Limited, Bingley, pp. 305-364.
  • Zhang, M., Li, Y., Gu, R., & Luo, C. (2021). What type of purchase do you prefer to share on social networking sites: Experiential or material?. Journal of Retailing and Consumer Services, 58, 102342.
  • De Bruyn, A., & Lilien, G. L. (2008). A multi-stage model of word-of-mouth influence through viral marketing. International Journal of Research in Marketing, 25(3), 151–163.
  • Prasad, S., Garg, A. & Prasad, S. (2019). Purchase decision of generation Y in an online environment", Marketing Intelligence & Planning, 37(4), 372-385.
  • Huang, J. L., Ryan, A. M. & Mujtaba, B.G. (2015). Vicarious experience of justice: when unfair treatment of one’s colleague matters. Personnel Review, 44(6), 826-846.
  • tom Dieck, M.C., Jung, T.H., Kim, W.G. & Moon, Y. (2017). Hotel guests’ social media acceptance in luxury hotels. International Journal of Contemporary Hospitality Management, 29(1), 530-550.
  • Qin, F., Le, W., Zhang, M. & Deng, Y. (2023). How perceived attributes of livestreaming commerce influence customer engagement: a social support perspective", Journal of Service Theory and Practice, 33(1), 1-22.
  • Larsen, R. J. (1984). Theory and measurement of affect intensity as an individual difference characteristic. Dissertation Abstracts International, 85, 2297B. (University Microfilms No. 84-22112).
  • Diener, E., Larsen, R. J., Levine, S., & Emmons, R. A. (1985). Intensity and frequency: Dimensions underlying positive and negative affect. Journal of Personality and Social Psychology, 48(5), 1253–1265.
  • Larsen, R. J., Diener, E., & Emmons, R. A. (1986). Affect intensity and reactions to daily life events. Journal of Personality and Social Psychology, 51(4), 803–814.
  • Larsen, R. J., & Diener, E. (1987). Affect intensity as an individual difference characteristic: A review. Journal of Research in Personality, 21(1), 1–39.
  • Gadalla, E., Keeling, K. & Abosag, I. (2013). Metaverse-retail service quality: A future framework for retail service quality in the 3D internet. Journal of Marketing Management 29(13), 1493-1517.
  • Lin, H., & Wang, H. (2014). Avatar creation in virtual worlds: Behaviors and motivations. Computers in Human Behavior, 34, 213-218.
  • Nunnally, J. C. (1978). An overview of psychological measurement. Clinical diagnosis of mental disorders: A handbook, 97-146.
  • Yang, H. (2020). Do SNSs really make us happy? The effects of writing and reading via SNSs on subjective well-being. Telematics and Informatics, 50, 101384.
  • MacKenzie, S. B., & Podsakoff, P. M. (2012). Common method bias in marketing: Causes, mechanisms, and procedural remedies. Journal of Retailing, 88(4), 542-555.
  • Podsakoff, P. M., MacKensie, S. B., Lee, J.-Y., & Podsakoff, N. P. (2003). Common method biases in behavioral research: A critical review of the literature and recommended remedies. Journal of Applied Psychology, 88(5), 879-903.
  • Baron, R. M., & Kenny, D. A. (1986). The moderator–mediator variable distinction in social psychological research: Conceptual, strategic, and statistical considerations. Journal of personality and social psychology, 51(6), 1173.
There are 50 citations in total.

Details

Primary Language English
Subjects Business Systems in Context (Other)
Journal Section Research Articles
Authors

Jaehyuk Choi This is me 0009-0006-6331-7824

Youngkeun Choi 0000-0002-8842-9826

Early Pub Date November 5, 2024
Publication Date
Submission Date September 27, 2024
Acceptance Date October 31, 2024
Published in Issue Year 2024 Volume: 4 Issue: 2

Cite

APA Choi, J., & Choi, Y. (2024). The Relationship Between Avatar Identification Factors and Vicarious Pleasure: The Moderating Role of Affect Intensity in the Metaverse. Journal of Metaverse, 4(2), 138-145. https://doi.org/10.57019/jmv.1557144

Journal of Metaverse
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Izmir Academy Association
www.izmirakademi.org