The concept of the “Metaverse” is a three-dimensional virtual world that relies on simulations of reality to represent real-life experiences, and it can be classified as the next generation in using the Internet. In this research, we will examine the factors that may influence user acceptance of metaverse and the relationships between these variables highlight how different factors can be examined. The goal of understanding these factors is to determine how Metaverse developers can improve this technology to meet user expectations and enable users to better interact with this technology. To achieve this goal, a sample of 312 students’ participants from different age groups was selected to respond to an online Likert scale questionnaire ranging from) strongly disagree equal) to (strongly agree equal 5). The study found that perceived enjoyment significantly positively influences technology metaverse application. Moreover, perceived curiosity and perceived self-efficacy positively influence technology application metaverse transitions. In addition, perceived ease of use (PEOU) and perceived usefulness (PU) positively influence the attitude toward using the Metaverse technology/application, which means that all the previous factors have an overall positive effect on the attitude toward using the Metaverse technology application.
The concept of the “Metaverse” is a three-dimensional virtual world that relies on simulations of reality to represent real-life experiences, and it can be classified as the next generation in using the Internet. In this research, we will examine the factors that may influence user acceptance of metaverse and the relationships between these variables highlight how different factors can be examined. The goal of understanding these factors is to determine how Metaverse developers can improve this technology to meet user expectations and enable users to better interact with this technology. To achieve this goal, a sample of 312 students’ participants from different age groups was selected to respond to an online Likert scale questionnaire ranging from) strongly disagree equal) to (strongly agree equal 5). The study found that perceived enjoyment significantly positively influences technology metaverse application. Moreover, perceived curiosity and perceived self-efficacy positively influence technology application metaverse transitions. In addition, perceived ease of use (PEOU) and perceived usefulness (PU) positively influence the attitude toward using the Metaverse technology/application, which means that all the previous factors have an overall positive effect on the attitude toward using the Metaverse technology application.
The concept of the “Metaverse” is a three-dimensional virtual world that relies on simulations of reality to represent real-life experiences, and it can be classified as the next generation in using the Internet. In this research, we will examine the factors that may influence user acceptance of metaverse and the relationships between these variables highlight how different factors can be examined. The goal of understanding these factors is to determine how Metaverse developers can improve this technology to meet user expectations and enable users to better interact with this technology. To achieve this goal, a sample of 312 students’ participants from different age groups was selected to respond to an online Likert scale questionnaire ranging from) strongly disagree equal) to (strongly agree equal 5). The study found that perceived enjoyment significantly positively influences technology metaverse application. Moreover, perceived curiosity and perceived self-efficacy positively influence technology application metaverse transitions. In addition, perceived ease of use (PEOU) and perceived usefulness (PU) positively influence the attitude toward using the Metaverse technology/application, which means that all the previous factors have an overall positive effect on the attitude toward using the Metaverse technology application.