The Effects of Avatar’s Reality Level on Metaverse Application Compatibility and Use Intention

Dong-Seok Lee, Gwi-Gon Kim
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引用次数: 1

Abstract

Objective: The aim of this study is to analyze metaverse application compatibility and application use intention depending on reality level of avatars and examine moderating effects of avatar-self-image identification and body ratio. Theoretical framework: The Proteus effect is the tendency for people to be affected by their digital representations, such as avatars. The Uncanny Valley effect is a hypothesized relation between an object's degree of resemblance to a human being and the emotional response to the object. Methodology: To test hypotheses, this study conducted an online and offline mixed survey to 219 respondents. To test validity and reliability of measurement tools, this study did factor analysis and reliability analysis. Hypotheses were tested with t-test and ANOVA analysis. To test mediating effects, it did mediating regression analysis. Results: The findings of data analysis were as follows. First, the lower the reality level of avatars is, the higher the higher metaverse application compatibility gets. Second, the moderating effect of avatar-self image identification was not statistically significant. Third, the moderating effect of avatar body ratio was confirmed. Forth, metaverse application compatibility was found to have positive effect on application use intention. Fifth, the mediating effect of application compatibility on the effect of reality level of avatars on application use intention was confirmed. Research, Practical & Social implications: The findings of this study will be good reference data for production of metaverse platforms using avatars, and scholastic and practical use of avatars. Originality/value: This study is an empirical analysis of outside characteristics of avatars based on Proteus effect and uncanny valley effect.
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虚拟化身的真实程度对虚拟世界应用兼容性和使用意图的影响
目的:本研究旨在分析虚拟化身现实程度对虚拟化身应用兼容性和应用使用意愿的影响,并考察虚拟化身-自我形象认同和身体比例的调节作用。理论框架:普罗透斯效应是指人们倾向于被他们的数字表征(如虚拟形象)所影响。恐怖谷效应是一种假设的关系,即物体与人类的相似程度与人们对该物体的情绪反应之间的关系。方法:为了检验假设,本研究对219名受访者进行了在线和离线混合调查。为了检验测量工具的效度和信度,本研究进行了因子分析和信度分析。采用t检验和方差分析对假设进行检验。为检验中介效应,进行中介回归分析。结果:数据分析结果如下:首先,虚拟角色的现实级别越低,虚拟应用程序的兼容性就越高。第二,化身-自我形象识别的调节作用无统计学意义。第三,验证化身身体比例的调节作用。四是发现元应用兼容性对应用使用意愿有正向影响。第五,验证应用兼容性对虚拟角色现实程度对应用使用意愿影响的中介作用。研究、实践&;社会意义:本研究的结果将为使用虚拟化身的虚拟世界平台的生产,以及虚拟化身的学术和实际应用提供良好的参考数据。原创性/价值:本研究基于Proteus效应和恐怖谷效应对虚拟角色的外在特征进行实证分析。
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