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      Motivations for ZEPETO Use : Usage Period, Time, and Money Spent in Metaverse

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      https://www.riss.kr/link?id=A108638304

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      다국어 초록 (Multilingual Abstract)

      This study was designed to examine metaverse motivations and the relationships between the identified motivation factors and usage behavior (i.e., usage period, time, and money spent) in the metaverse. Through preliminary in-depth interviews with 50 users of metaverse platform called “ZEPETO” and literature research, 45 survey questions were developed to measure the metaverse motivation. An online survey of 315 active users of ZEPETO revealed seven metaverse motivation factors: self-expression, socialization, information sharing, escapism, adventure, non-face-to-face communication, and entertainment. The results showed that adventure, non-face-to-face communication, and entertainment were negatively correlated with usage period. Positive correlations among social interaction, adventure, entertainment, and average usage time per a day were found. Finally, all motivations showed positive relationships with the amount of money spent in ZEOPETO. This study’s findings illuminate individuals’ motivations for spending time and money in the metaverse and act as a reference for metaverse providers to guide their development direction.
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      This study was designed to examine metaverse motivations and the relationships between the identified motivation factors and usage behavior (i.e., usage period, time, and money spent) in the metaverse. Through preliminary in-depth interviews with 50 u...

      This study was designed to examine metaverse motivations and the relationships between the identified motivation factors and usage behavior (i.e., usage period, time, and money spent) in the metaverse. Through preliminary in-depth interviews with 50 users of metaverse platform called “ZEPETO” and literature research, 45 survey questions were developed to measure the metaverse motivation. An online survey of 315 active users of ZEPETO revealed seven metaverse motivation factors: self-expression, socialization, information sharing, escapism, adventure, non-face-to-face communication, and entertainment. The results showed that adventure, non-face-to-face communication, and entertainment were negatively correlated with usage period. Positive correlations among social interaction, adventure, entertainment, and average usage time per a day were found. Finally, all motivations showed positive relationships with the amount of money spent in ZEOPETO. This study’s findings illuminate individuals’ motivations for spending time and money in the metaverse and act as a reference for metaverse providers to guide their development direction.

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      참고문헌 (Reference)

      1 황인호, "메타버스 관련 자기결정성이 내적 동기를 통해 지속적 이용 의도에 미치는 영향: 구성원 신뢰의 조절 효과" 한국전자거래학회 27 (27): 79-103, 2022

      2 Lee, E. J., "What Is the Draw of the Metaverse? Personality Correlates of Zepeto Use Motives and Their Associations With Psychological Well-Being" Liebertpub 26 (26): 161-168, 2023

      3 Nevelsteen, K. J, "Virtual world, defined from a technological perspective and applied to video games, mixed reality, and the Metaverse" Wiley Online Library 29 (29): 1-22, 2018

      4 Gilchrist, K, "Virtual reality investments are a long-term play for businesses targeting Gen Z, says South Korea’s Zepeto"

      5 Jung, Y., "User goals in social virtual worlds : A means-end chain approach" Elsevier 26 (26): 218-225, 2010

      6 Fernandez, A, "The Metaverse: The Future Of Work"

      7 Jie, Y, "The Korea Herald K-pop idols bond with Gen Z and Alpha fans on metaverse platforms"

      8 Kim, J, "The Korea Economic Daily Avatar app Zepeto becomes playground for MZers"

      9 Ning, H, "Survey on Metaverse: the State-of-the-art, Technologies, Applications, and Challenges"

      10 Park, N., "Social implications of smartphone use: Korean college students' smartphone use and psychological well-being" Liebertpub 15 (15): 491-497, 2012

      1 황인호, "메타버스 관련 자기결정성이 내적 동기를 통해 지속적 이용 의도에 미치는 영향: 구성원 신뢰의 조절 효과" 한국전자거래학회 27 (27): 79-103, 2022

      2 Lee, E. J., "What Is the Draw of the Metaverse? Personality Correlates of Zepeto Use Motives and Their Associations With Psychological Well-Being" Liebertpub 26 (26): 161-168, 2023

      3 Nevelsteen, K. J, "Virtual world, defined from a technological perspective and applied to video games, mixed reality, and the Metaverse" Wiley Online Library 29 (29): 1-22, 2018

      4 Gilchrist, K, "Virtual reality investments are a long-term play for businesses targeting Gen Z, says South Korea’s Zepeto"

      5 Jung, Y., "User goals in social virtual worlds : A means-end chain approach" Elsevier 26 (26): 218-225, 2010

      6 Fernandez, A, "The Metaverse: The Future Of Work"

      7 Jie, Y, "The Korea Herald K-pop idols bond with Gen Z and Alpha fans on metaverse platforms"

      8 Kim, J, "The Korea Economic Daily Avatar app Zepeto becomes playground for MZers"

      9 Ning, H, "Survey on Metaverse: the State-of-the-art, Technologies, Applications, and Challenges"

      10 Park, N., "Social implications of smartphone use: Korean college students' smartphone use and psychological well-being" Liebertpub 15 (15): 491-497, 2012

      11 Kim, J. H, "Smartphone-mediated communication vs. face-to-face interaction: Two routes to social support and problematic use of smartphone" Elsevier 67 : 282-291, 2017

      12 Lee, E., "Pictures speak louder than words : Motivations for using Instagram" Liebertpub 18 (18): 552-556, 2015

      13 Padilla-Meléndez, A., "Perceived playfulness, gender differences and technology acceptance model in a blended learning scenario" Elsevier 63 : 306-317, 2013

      14 Dunn, R. A., "My avatar and me –Gender and personality predictors of avatar-self discrepancy" Elsevier 28 (28): 97-106, 2012

      15 Leung, L., "More than just talk on the move : Uses and gratifications of the cellular phone" Sagepub 77 (77): 308-320, 2000

      16 Beard, J. G., "Measuring leisure motivation" Taylor & Francis 15 (15): 219-228, 1983

      17 Zhou, Z., "Individual motivations for using social virtual worlds: an exploratory investigation in second life" 1-10, 2010

      18 Kim, C., "I became an attractive person in the virtual world : Users’identification with virtual communities and avatars" Elsevier 28 (28): 1663-1166, 2012

      19 Byun, H. T, "Gucci to hold metaverse exhibition at Naver’s Zepeto"

      20 de Vries, L, "Explaining consumer brandrelated activities on social media : An investigation of the different roles of self-expression and socializing motivations" Elsevier 75 : 272-282, 2017

      21 Statista, "Distribution of Roblox games users worldwide as of September 2020, by age"

      22 Lin, H., "Avatar creation in virtual worlds : Behaviors and motivations" Elsevier 34 : 213-218, 2014

      23 Hassouneh, D., "A motivationbased typology of social virtual world users" Elsevier 33 : 330-338, 2014

      24 Han, Y., "A dynamic resource allocation framework for synchronizing metaverse with iot service and data" 1196-1201, 2022

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