Acceptance and use of live streaming on metaverse in Vietnam: An analysis with the UTAUT2
Vol 8, Issue 8, 2024
VIEWS - 325 (Abstract) 227 (PDF)
Abstract
Virtual environments like the Metaverse have been gaining popularity in recent years. Live streaming has gained popularity as a favorite way to entertain among social network users, thanks to its real-time authenticity. This study will utilize the Extended Unified Theory of Acceptability and Use of Technology (UTAUT2) to examine the factors influencing the adoption of live streaming in the Metaverse, a new platform with greater immersion, among citizens in Vietnam. The research used a quantitative approach, collected data from a sample of participants through a structured questionnaire including Performance Expectancy (PEE), Effort Expectancy (EEF), Social Influence (SCI), Hedonic Motivation (HEM), and Experience (EXP). Additionally, technological Self-Efficacy (TSE) as an extended alternative is thought to influence that relationship as well. Results from the PLS-SEM technique was used to examine perception, acceptance, and adoption differences among demographic groups. Remarkably, the results show experience has a remarkable impact on the relationship between behavioral intention and the adoption use Metaverse for livestreaming. This study contributes theoretical value for investors and researchers on the entertainment and technology sectors due to the abilities of the live-streaming industry and the advanced features of metaverse in this digital world.
Keywords
Full Text:
PDFReferences
Arun, T. M., Singh, S., Khan, S. J., et al. (2021). Just One More Episode: Exploring Consumer Motivations for Adoption of Streaming Services. Asia Pacific Journal of Information Systems, 31(1), 17–42. https://doi.org/10.14329/apjis.2021.31.1.17
Baabdullah, A. M. (2018). Consumer adoption of Mobile Social Network Games (M-SNGs) in Saudi Arabia: The role of social influence, hedonic motivation and trust. Technology in Society, 53, 91–102. https://doi.org/10.1016/J.TECHSOC.2018.01.004
Balakrishnan. (2014). Understanding the immersive experience: Examining the influence of [PhD thesis]. University of Missouri-Columbia.
Balakrishnan, J., Abed, S. S., & Jones, P. (2022). The role of meta-UTAUT factors, perceived anthropomorphism, perceived intelligence, and social self-efficacy in chatbot-based services? Technological Forecasting and Social Change, 180, 121692. https://doi.org/10.1016/j.techfore.2022.121692
Chin, W. W. (1998). The Partial Least Squares Approach to Structural Equation Modeling. Modern Methods for Business Research. Available online: https://books.google.com.vn/books?hl=vi&lr=&id=EDZ5AgAAQBAJ&oi=fnd&pg=PA295&dq=Chin,+W.+W.+(1998)&ots=49yA7vv6ei&sig=Y29Aerl7SNh6kaNJYzVBSUx9reU&redir_esc=y#v=onepage&q=Chin%2C%20W.%20W.%20(1998)&f=false (accessed on 17 June 2024).
Chin, W. W., Peterson, R. A., & Brown, S. P. (2008). Structural Equation Modeling in Marketing: Some Practical Reminders. Journal of Marketing Theory and Practice, 16(4), 287–298. https://doi.org/10.2753/MTP1069-6679160402
Christopher, B. (2023). 18+ Fascinating Live Streaming Statistics & Facts for 2023. Available online: https://findstack.com/resources/live-streaming-statistics/ (accessed on 17 June 2024).
Dang, T. Q, Wei-Han Tan, G., Aw, E. C. X., et al. (2024). Can you resist the virtual temptations? Unveiling impulsive buying in metaverse retail. Asia Pacific Journal of Marketing and Logistics. https://doi.org/10.1108/APJML-09-2023-0911
Dang, T. Q., Tran, P. T., & Nguyen, L. T. (2023). Are You Ready for Tapping into the Metaverse in Higher Education? Integrated by Dual PLS-SEM and ANN Approach. In: Current and Future Trends on Intelligent Technology Adoption. Springer Nature Switzerland.
Daniel, T. T. (2023). Metaverse live streaming is more than just watching shows in a 3D virtual world. Available online: https://venturebeat.com/virtual/metaverse-live-streaming-is-more-than-just-watching-shows-in-a-3d-virtual-world/ (accessed on 17 June 2024).
Daniel, T. (2023). Metaverse live streaming is more than just watching shows in a 3D virtual world. Spanish Journal of Marketing—ESIC. https://doi.org/10.1108/SJME-03-2022-0043
Davis, F. D., Bagozzi, R. P., & Warshaw, P. R. (1989). User Acceptance of Computer Technology: A Comparison of Two Theoretical Models. Management Science, 35(8), 982–1003. https://doi.org/10.1287/mnsc.35.8.982
De Felice, F., De Luca, C., Chiara, S. Di, & Petrillo, A. (2023). Physical and digital worlds: implications and opportunities of the metaverse. Procedia Computer Science, 217, 1744–1754. https://doi.org/10.1016/j.procs.2022.12.374
Dogruel, L., Joeckel, S., & Bowman, N. D. (2015). The use and acceptance of new media entertainment technology by elderly users: development of an expanded technology acceptance model. Behaviour & Information Technology, 34(11), 1052–1063. https://doi.org/10.1080/0144929X.2015.1077890
Dwivedi, Y. K., Hughes, L., Wang, Y., et al. (2023). Metaverse marketing: How the metaverse will shape the future of consumer research and practice. Psychology and Marketing, 40(4), 750–776. https://doi.org/10.1002/mar.21767
Edwards, J. R., & Lambert, L. S. (2007). Methods for integrating moderation and mediation: A general analytical framework using moderated path analysis. Psychological Methods, 12(1), 1–22. https://doi.org/10.1037/1082-989X.12.1.1
Goswami, S., & Chukkali, S. (2022). A Study to Understand the Behavioral Intentions and Attitudes Towards Using Metaverse. Journal of Pharmaceutical Negative Results. https://doi.org/10.47750/pnr.2022.13.S10.624
Granić, A. (2022). Educational Technology Adoption: A systematic review. Education and Information Technologies, 27(7), 9725–9744. https://doi.org/10.1007/s10639-022-10951-7
Gupta, A. (2020). Live Streaming Market Size, Share, Analysis and Forecast 2030. Available online: https://www.marketresearchfuture.com/reports/live-streaming-market-10134 (accessed on 17 June 2024).
Hadi, R., Melumad, S., & Park, E. S. (2023). The Metaverse: A new digital frontier for consumer behavior. Journal of Consumer Psychology. https://doi.org/10.1002/jcpy.1356
Hair, J., Hollingsworth, C. L., Randolph, A. B., & Chong, A. Y. L. (2017). An updated and expanded assessment of PLS-SEM in information systems research. Industrial Management & Data Systems, 117(3), 442–458. https://doi.org/10.1108/IMDS-04-2016-0130
Huggett, J. (2020). Virtually Real or Really Virtual: Towards a Heritage Metaverse. Studies in Digital Heritage, 4(1), 1–15. https://doi.org/10.14434/sdh.v4i1.26218
Jafar, R. M. S., Ahmad, W., & Sun, Y. (2023). Unfolding the impacts of metaverse aspects on telepresence, product knowledge, and purchase intentions in the metaverse stores. Technology in Society, 74, 102265. https://doi.org/10.1016/J.TECHSOC.2023.102265
Jason, D. S., & Lori, L. F. (2021). Does technology self-efficacy influence the effect of training presentation mode on training self-efficacy? Computers in Human Behavior Reports, 4, 100124. https://doi.org/10.1016/J.CHBR.2021.100124
Joshua, J. (2017). Information Bodies: Computational Anxiety in Neal Stephenson’s Snow Crash. Interdisciplinary Literary Studies, 19(1), 17–47. https://doi.org/10.5325/intelitestud.19.1.0017
Jum, N., & Ira, H. B. (2010). Psychometric Theory. McGraw-Hill Companies.
Kelley, K., Clark, B., Brown, V., & Sitzia, J. (2003). Good practice in the conduct and reporting of survey research. International Journal for Quality in Health Care, 15(3), 261–266. https://doi.org/10.1093/intqhc/mzg031
Ki, C. W., Chenn, A., Man Chong, S., & Cho, E. (2024). Is livestream shopping conceptually New? a comparative literature review of livestream shopping and TV home shopping research. Journal of Business Research, 174, 114504. https://doi.org/10.1016/j.jbusres.2024.114504
Kline, R. B. (2015). Principles and practice of structural equation modeling, 4th ed. Guilford Press.
Koohang, A., Nord, J. H., Ooi, K. B., et al. (2023). Shaping the Metaverse into Reality: A Holistic Multidisciplinary Understanding of Opportunities, Challenges, and Avenues for Future Investigation. Journal of Computer Information Systems, 63(3), 735–765. https://doi.org/10.1080/08874417.2023.2165197
Marco, Q. G. (2022). Metaverse concerts are getting the red carpet treatment thanks to a new category for this year’s MTV Video Music Awards. Available online: https://fortune.com/crypto/2022/08/19/mtv-metaverse-concerts-video-music-awards-roblox/ (accessed on 17 June 2024).
Mike, I. (2022). Meta spent $10 billion on the metaverse in 2021, dragging down profit. Available online: https://www.nytimes.com/2022/02/02/technology/meta-facebook-earnings-metaverse.html (accessed on 17 June 2024).
Mina, A., & Lareina, Y. (2022). Even in the metaverse, women remain locked out of leadership roles. Available online: https://www.mckinsey.com/featured-insights/diversity-and-inclusion/even-in-the-metaverse-women-remain-locked-out-of-leadership-roles (accessed on 17 June 2024).
Miyazaki, K., Uchiba, T., Kwak, H., & An, J. (2022). Characterizing Spontaneous Ideation Contest on Social Media: Case Study on the Name Change of Facebook to Meta. In: Proceedings of the 2022 IEEE International Conference on Big Data (Big Data).
Nguyen, B. H. T., Le, T. H., Dang, T. Q., & Nguyen, L. T. (2023). What role does ai chatbot perform in the f&b industry? perspective from loyalty and value co-creation: integrated Pls-Sem and Ann techniques. Journal of Law and Sustainable Development, 11(4). https://doi.org/10.55908/sdgs.v11i4.794
Nguyen, B. H. T., Dang, T. Q., Nguyen, L. T., & Tran, T. T. T. (2024). Are we ready for education in Metaverse? PLS-SEM analysis. Edelweiss Applied Science and Technology, 8(2), 73–83. https://doi.org/10.55214/25768484.v8i2.693
Nguyen, L. T., Dang, T. Q., & Duc, D. T. V. (2024). The Dark Sides of AI Advertising: The Integration of Cognitive Appraisal Theory and Information Quality Theory. Social Science Computer Review. https://doi.org/10.1177/08944393241258760
Nguyen, L. T., Duc, D. T. V., Dang, T. Q., & Nguyen, D. P. (2023a). Metaverse Banking Service: Are We Ready to Adopt? A Deep Learning-Based Dual-Stage SEM-ANN Analysis. Human Behavior and Emerging Technologies. https://doi.org/10.1155/2023/6617371
Nguyen, L. T., Phan, T. T. C., Dang, D. V. T., & Tran, T. T. T. (2023b). Mobile Payment Adoption in Vietnam: A Two-Staged SEM-ANN Approach BT. In: Current and Future Trends on Intelligent Technology Adoption. Springer Nature Switzerland.
Pan, X. (2020). Technology Acceptance, Technological Self-Efficacy, and Attitude Toward Technology-Based Self-Directed Learning: Learning Motivation as a Mediator. Frontiers in Psychology, 11. https://doi.org/10.3389/fpsyg.2020.564294
Priyansha, S. (2022). The Surge of Virtual Concerts and Live Video Streaming in Metaverse. Available online: https://www.oodlestechnologies.com/blogs/the-surge-of-virtual-concerts-and-live-video-streaming-in-metaverse/ (accessed on 17 June 2024).
Ramírez-Correa, P., Rondán-Cataluña, F. J., Arenas-Gaitán, J., & Martín-Velicia, F. (2019). Analysing the acceptation of online games in mobile devices: An application of UTAUT2. Journal of Retailing and Consumer Services, 50, 85–93. https://doi.org/10.1016/J.JRETCONSER.2019.04.018
Rodriguez-Gil, L., Orduña, P., García-Zubia, J., & López-de-Ipiña, D. (2018). Interactive live-streaming technologies and approaches for web-based applications. Multimedia Tools and Applications, 77(6), 6471–6502. https://doi.org/10.1007/s11042-017-4556-6
Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68–78. https://doi.org/10.1037/0003-066X.55.1.68
Sarstedt, M., Ringle, C. M., & Hair, J. F. (2017). Partial Least Squares Structural Equation Modeling. In: Handbook of Market Research. Springer International Publishing. pp. 1–40.
Soltani, I., & Gharbi, J. E. (2008). Journal of Internet Banking and Commerce Determinants and Consequences of the Website Perceived Value. Journal of Internet Banking and Commerce, 13(1).
Svenningsson, J., Höst, G., Hultén, M., & Hallström, J. (2022). Students’ attitudes toward technology: exploring the relationship among affective, cognitive and behavioral components of the attitude construct. International Journal of Technology and Design Education, 32(3), 1531–1551. https://doi.org/10.1007/s10798-021-09657-7
Tamilmani, K., Rana, N. P., & Dwivedi, Y. K. (2021). Consumer Acceptance and Use of Information Technology: A Meta-Analytic Evaluation of UTAUT2. Information Systems Frontiers, 23(4), 987–1005. https://doi.org/10.1007/s10796-020-10007-6
Tamilmani, K., Rana, N. P., Prakasam, N., & Dwivedi, Y. K. (2019). The battle of Brain vs. Heart: A literature review and meta-analysis of “hedonic motivation” use in UTAUT2. International Journal of Information Management. https://doi.org/10.1016/j.ijinfomgt.2019.01.008
Tarhini, A., Hone, K., & Liu, X. (2015). A cross-cultural examination of the impact of social, organisational and individual factors on educational technology acceptance between British and Lebanese university students. British Journal of Educational Technology, 46(4), 739–755. https://doi.org/10.1111/bjet.12169
Teng, Z., Cai, Y., Gao, Y., et al. (2022). Factors Affecting Learners’ Adoption of an Educational Metaverse Platform: An Empirical Study Based on an Extended UTAUT Model. Mobile Information Systems. https://doi.org/10.1155/2022/5479215
Teo, T. (2011). Factors influencing teachers’ intention to use technology: Model development and test. Computers & Education, 57(4), 2432–2440. https://doi.org/10.1016/j.compedu.2011.06.008
Venkatesh, V, Morris, M. G., Davis, G. B. & Davis, F. D. (2003). User Acceptance of Information Technology: Toward a Unified View. MIS Quarterly, 27(3), 425. https://doi.org/10.2307/30036540
Venkatesh, V., Thong, J. Y. L. & Xu, X. (2012a). Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology. MIS Quarterly, 36(1), 157. https://doi.org/10.2307/41410412
Venkatesh, V., & Zhang, X. (2010). Unified Theory of Acceptance and Use of Technology: U.S. Vs. China. Journal of Global Information Technology Management, 13(1), 5–27. https://doi.org/10.1080/1097198X.2010.10856507
Vietnam Insider. (2022). Live streaming is now a growing livelihood in Vietnam—Vietnam Insider. Available online: https://vietnaminsider.vn/live-streaming-is-now-a-growing-livelihood-in-vietnam/ (accessed on 17 June 2024).
Wolff, J. (2021). How Is Technology Changing the World, and How Should the World Change Technology? Global Perspectives, 2(1). https://doi.org/10.1525/gp.2021.27353
Wong, C. H., Wei-Han Tan, G., Loke, S. P., & Ooi, K. B. (2014). Mobile TV: a new form of entertainment? Industrial Management & Data Systems, 114(7), 1050–1067. https://doi.org/10.1108/IMDS-05-2014-0146
Yang, F., Ren, L., & Gu, C. (2022). A study of college students’ intention to use metaverse technology for basketball learning based on UTAUT2. Heliyon, 8(9). https://doi.org/10.1016/j.heliyon.2022.e10562
Zhang, J., & Liu, R. (2024). Why do Chinese people consume video game live streaming on the platform? An exploratory study connecting affordance-based gratifications, user identification, and user engagement. Telematics and Informatics, 86, 102075. https://doi.org/10.1016/j.tele.2023.102075
Zhang, Q., Khan, S., Cao, M., & Khan, S. U. (2023). Factors Determining Consumer Acceptance of NFC Mobile Payment: An Extended Mobile Technology Acceptance Model. Sustainability, 15(4), 3664. https://doi.org/10.3390/su15043664
Zheng, X., Cheung, C. M. K., Lee, M. K. O., & Liang, L. (2015). Building brand loyalty through user engagement in online brand communities in social networking sites. Information Technology & People, 28(1), 90–106. https://doi.org/10.1108/ITP-08-2013-0144
DOI: https://doi.org/10.24294/jipd.v8i8.6069
Refbacks
- There are currently no refbacks.
Copyright (c) 2024 Anh-Hoai Duc Nguyen, Nhi-Uyen Truong Pham, Po-Tsun Lin, Tri-Quan Dang, Phuc-Thien Tran, Tung-Thanh Le, Tien-Thao Cong Phan, Luan-Thanh Nguyen
License URL: https://creativecommons.org/licenses/by/4.0/
This site is licensed under a Creative Commons Attribution 4.0 International License.