Metaverse Users' Purchase Intention in Second Life

dc.contributor.authorDemirci, Beste
dc.contributor.authorYaşa Özeltürkay, Eda
dc.contributor.authorGülmez, Murat
dc.date.accessioned2025-03-07T20:00:25Z
dc.date.available2025-03-07T20:00:25Z
dc.date.issued2024
dc.departmentÇağ Üniversitesi
dc.description.abstractThe 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. © 2024, Izmir Academy Association. All rights reserved.
dc.description.sponsorshipCag University, (2022/1)
dc.identifier.doi10.57019/jmv.1423387
dc.identifier.endpage93
dc.identifier.issn2792-0232
dc.identifier.issue1
dc.identifier.scopus2-s2.0-85202209459
dc.identifier.scopusqualityQ1
dc.identifier.startpage84
dc.identifier.urihttps://doi.org/10.57019/jmv.1423387
dc.identifier.urihttps://hdl.handle.net/20.500.12507/2571
dc.identifier.volume4
dc.indekslendigikaynakScopus
dc.language.isoen
dc.publisherIzmir Academy Association
dc.relation.ispartofJournal of Metaverse
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanı
dc.rightsinfo:eu-repo/semantics/openAccess
dc.snmzKA_20241226
dc.subjectextended technology acceptance model
dc.subjectMetaverse
dc.subjectsecond life
dc.subjectvirtual worlds
dc.titleMetaverse Users' Purchase Intention in Second Life
dc.typeArticle

Dosyalar