元宇宙的概念始於2021年Facebook更名為「Meta」並提出各種元宇宙應用。政府和科技公司也積極推廣元宇宙相關應用,但至今元宇宙的定義尚不明確。因此,本研究根據過去研究提出元宇宙的基本組成要素,並探討這些因素對於元宇宙使用意圖的重要性。研究中透過社會認知理論作為研究基礎架構,探討個人和環境對於元宇宙使用意圖行為,個人因素中,過程虛擬化來探討關係需求和感官需求、遊戲擁有探討知覺價值和知覺有趣性,以及社會認知理論的自我效能,環境因素中,第二人稱臨場感探討社會臨場感和空間臨場感,互動性探討人與系統的互動和人與系統的互動。根據這些因素提出自評量表在各類元宇宙社群進行發放且回收550個有效樣本。並使用使用「IBM SPSS statistics 27.0」、「SPSS Amos 28.0」與「SmartPLS 3」來實施探索性因素分析、驗證性因素分析以及使用結構方程式(SEM)和人工神經網路(ANN)來進行雙重驗證分析,根據研究結果顯示,感官需求、人與系統的互動、知覺價值和知覺有趣性對於元宇宙使用意圖具有重要的影響;關係需求、自我效能、人與介面的互動、社會臨場感、空間臨場感對於元宇宙的使用意圖沒有顯著影響。本研究的結果有助於元宇宙相關的設計和發展,以滿足使用者的需求,並提升整體使用體驗,並為未來相關研究和元宇宙應用的發展提供重要參考。
The concept of the metaverse emerged in 2021 when Facebook changed its name to "Meta" and proposed various metaverse applications. Governments and technology companies have also actively promoted metaverse-related applications. However, the definition of the metaverse remains unclear. Therefore, this study proposes the fundamental elements of the metaverse based on past research and explores the significance of these elements on metaverse usage intention. Drawing on the Social Cognitive Theory, this research investigates individual and environmental factors influencing metaverse usage intention. Individual factors include relationship needs and sensory needs explored through process virtualization, as well as perceived value and perceived enjoyment investigated through game ownership. Additionally, the Social Cognitive Theory's self-efficacy is examined. Environmental factors involve second-person presence, investigating social presence and spatial presence, and interactivity with the system. A self-report questionnaire based on these factors was distributed in various metaverse communities, resulting in 550 valid samples. Data analysis was performed using "IBM SPSS Statistics 27.0," "SPSS Amos 28.0," and "SmartPLS 3," incorporating exploratory factor analysis, confirmatory factor analysis, and structural equation modeling (SEM) and artificial neural network (ANN) for dual verification analysis. The results indicate that sensory needs, interactivity with the system, perceived value, and perceived enjoyment significantly influence metaverse usage intention. However, relationship needs, self-efficacy, interactivity with the interface, social presence, and spatial presence do not have a significant impact on metaverse usage intention. These findings are valuable for the design and development of metaverse-related applications, enhancing user experience, and providing essential insights for future research and metaverse application development.