Received: 6 March 2023
|
Accepted: 16 June 2023
DOI: 10.1002/mar.21863
REVIEW ARTICLE
Use of metaverse in socializing: Application of the big five
personality traits framework
| Aruna Polisetty1 |
Sowmya G1 | Debarun Chakraborty2
| Dimitrios Buhalis4
Sangeeta Khorana3
1
Department of Management, Symbiosis
Centre for Management Studies, Nagpur,
Constituent of Symbiosis International
(Deemed University), Pune, Maharashtra, India
2
Department of Management, Symbiosis
Institute of Business Management, Nagpur,
Constituent of Symbiosis International
(Deemed University), Pune, Maharashtra, India
3
Department of Economics, Finance and
Entrepreneurship, Aston Business School,
Birmingham, UK
4
Department of Management, Bournemouth
University Business School, Poole, UK
Abstract
Social media sites, such as Twitter, Instagram, and Facebook, are increasingly
interconnected with the metaverse, which has forged a new digital connection
between the users and community‐building platforms. The increased accessibility of
social media via smartphones provides opportunities for greater social interaction
and facilitates users’ interaction online. As the metaverse and social media sites
become increasingly connected it presents opportunities for the users to make new
digital connections and socialize virtually. This study employs the Big Five
personality theory to empirically test how the personality traits of Generation‐Z
impact on their intentions to socialize using innovative technology (metaverse). With
Correspondence
Sangeeta Khorana, Department of Economics,
Finance and Entrepreneurship, Aston Business
School, Birmingham, UK.
Email: s.khorana@aston.ac.uk
Personal Innovation and Hedonic Motivation as moderators, we use a mixed‐
methods approach that employs a qualitative (n = 24) and quantitative study
(n = 436) to understand why Generation‐Z is inclined to use the metaverse for
socializing. Confirmatory factor analysis and structural equation modeling analyse
the data statistically. Results show that Openness has the highest impact on users’
intention to adopt the metaverse, followed by Extraversion and Agreeableness.
Personal Innovation and Hedonic Motivation variables present evidence of positive
moderation with the personality traits. Further, generation differences between
cohorts and users’ personalities affects their willingness to adopt the metaverse.
KEYWORDS
Big Five personality trait theory, community‐building, Hedonic motivation, metaverse, personal
innovation, social media, virtual socializing
1
| INTRODUCTION
environment, irrespective of their physical location, which is
particularly valuable for individuals living in remote areas or with
The metaverse is a new Internet iteration integrating virtual reality
mobility issues (Buhalis et al., 2020; Dwivedi et al., 2022; Wang et al.,
(VR) headsets, blockchain technology and avatars to merge the
2022). Moreover, the metaverse offers diverse social experiences,
physical and virtual worlds (Lee et al., 2021). Social interaction in
from virtual parties and events to gaming and other activities, which
virtual world has, however, been available since the early and mid‐
enable users, in particular Generation Z—the demographic cohort
2000s (Dwivedi et al., 2022; Verma et al., 2023). By creating a VR
born between 1990s and 2010, to form friendships and build
space, where users can interact with each other, the metaverse has
communities through their avatars (Fernandez & Hui, 2022; Oh et al.,
the potential to facilitate social interaction in several forms. For
2023). Some potential applications being developed include VR
example, it enables people to connect and interact in a shared
gaming, social VR and virtual workspaces (Buhalis et al., 2023;
Psychol Mark. 2023;1–19.
wileyonlinelibrary.com/journal/mar
© 2023 Wiley Periodicals LLC.
|
1
|
Lee et al., 2021). Further, online gaming and social media platforms,
which have massive number of users, are also attracting new people
SOWMYA G
ET AL.
Within the context of India this study addresses the following
research questions:
to virtual experiences and social events (Oh et al., 2023).
Social media and the metaverse are two digital domains that
have become increasingly interconnected in recent years, and this
RQ1:
What drives Gen Z to adopt the metaverse for
socializing?
intertwining offers new opportunities for digital connection and
community‐building as well as to share experiences and connect with
RQ2:
others who share similar interests (Oh et al., 2023). As the metaverse
intentions of Gen Z to use the metaverse?
Do individual personality traits affect the behavioral
continues to develop and expand, social media serves as a gateway
for individuals to enter and engage with these virtual worlds (Buhalis
This research on the adoption of the metaverse for socializing by
et al., 2023; Lee et al., 2021). Studies suggest that as the metaverse
Gen Z cohort makes three significant contributions. First, it provides
evolves, social media platforms may begin to incorporate more
an interdisciplinary framework to see that how the personality traits
metaverse‐like features, further blurring the lines between the two
are influencing Generation Z's inclination to use the metaverse for
domains which offer additional new opportunities for digital
socializing. The findings enrich the academic domain on the factors
connections, socializing and community‐building (Leal et al., 2022).
that drive the adoption of metaverse for socializing and add to
In addition, the metaverse enables new forms of creative expression
literature on personality traits and technology adoption Existing
and allows for the creation of virtual communities that bring people
studies examining technology adoption are largely uni dimensional
with common interests and hobbies together (Jekese et al., 2023).
(Blut & Wang, 2020; Bölen et al., 2021). The uniqueness of this study
The move to the metaverse was propelled by changes in daily
is its ability to combine diverse domains of psychology, technology
routines brought about by the pandemic that resulted in intensive use
and marketing to analyse the relationship between personality traits
of technology (UTAUT) to compensate for the loss of social support
and the adoption of metaverse for socializing. Second, it highlights
and communication (Chakraborty, 2022; Nosek, 2023; Twenge
the important role of hedonic motivation and personal innovative-
et al., 2019). Poskus & Zukauskiene (2017) identify three major
ness as moderators in the relationship between personality traits and
motivations for using the metaverse: experiencing new things (41%),
metaverse adoption. Individual differences in technology adoption
communicating with others (40%), and escaping from physical
pair with high levels of hedonic motivation and personal innovative-
surroundings (28%). Whilst the metaverse is building new communi-
ness to varying degrees in affecting technology adoption. The
ties an issue that needs attention is that it is difficult to forecast
findings offer policy implications for practitioners seeking to promote
human behavior in online environments (Venkatesh et al., 2012)
the adoption of metaverse for socializing among Gen Z. Third, the
because different personality traits affect human behavior in online
research focuses on a mixed‐method framework to gain insight into
environments differently (Arpaci & Kocadag Unver, 2020). It is worth
the experiences and perceptions of individuals adopting metaverse
highlighting that growing dependency of the younger generation on
for socializing. The use of interpretive phenomenology in the
social media, namely platforms such as Facebook, Instagram, and
qualitative analysis strengthens the rigour and systematically exam-
Twitter, impacts their behavior, lifestyle and attitudes. Recent
ines the respondents’ subjective experiences. Whilst technology
research examines the potential impact of younger generations’
adoption theories such as Unified Theory of Acceptance and UTAUT
reliance on new virtual platforms such as Facebook Horizon, Second
and technology acceptance model (TAM) focus on the technological
Life, VR Chat and Zepeto for social activities (Oh et al., 2023) and
perspectives or characteristics of a particular technology these do not
resulted in enhancing the younger generation's sense of social
consider external factors and individual differences affecting tech-
presence in the virtual environment.
nology adoption, which this paper does. Our study focuses on how
Earlier research highlights the positive effect of VR games and
individual personality differences affect uptake of specific technol-
technology‐powered tools on socializing by Gen Z (Gen Z) (Hamari
ogy. Although UTAUT and TAM are pioneering works in technology
et al., 2018). Although the metaverse concept is widespread, the studies
adoption research, the focus is on are not considered. Our aim was to
on determinants affecting its social use by Gen Z are limited (Duan
examine the drivers for Gen Z's to incline towards metaverse‐based
et al., 2021). This study focuses on Gen Z in India who are early adopters
socializing, for which the application of Big Five personality traits was
of the metaverse, i.e., the cohort that spends leisure time and engages in
deemed more fit and comprehensive. In our study, we considered
social relationships via metaverse platforms, namely Snapchat, Facebook,
both internal and external factors that influence Gen Z's attitudes and
Horizon, Zepeto, and Second Life, among others. According to the World
behavior towards metaverse adoption.
Economic Forum Report, Gen Z users spend on average 2 h and 55 min
The remainder of the study is structured as follows. The next
daily on social media, mainly Facebook and Instagram (World Economic
session focuses on the theoretical underpinnings, followed by an
Forum, 2019). India, as the second‐fastest digitizing economy out of the
exploratory study from the perspective of Hermeneutics Phenome-
17 leading economies in the world (Ministry of Electronics & IT, 2019),
nology, the results of which are utilized to formally propose the
has 97.2 million users of Facebook and 69 million users of Instagram
hypotheses. Following the quantitative framework presentation, a
between the age of 16–24, and is identified with growing social media
series of hypotheses investigating the direct and conditional effects
presence, interaction and dependency (Chauhan & Yachu, 2022).
are presented. Finally, we outline the theoretical and practical
15206793, 0, Downloaded from https://onlinelibrary.wiley.com/doi/10.1002/mar.21863 by Bournemouth University The Sir Michael Cobham Library, Wiley Online Library on [05/07/2023]. See the Terms and Conditions (https://onlinelibrary.wiley.com/terms-and-conditions) on Wiley Online Library for rules of use; OA articles are governed by the applicable Creative Commons License
2
|
ET AL.
3
implications of our study to date and discuss the limitations of
and job satisfaction (Petasis & Economides, 2020), social sustain-
current research and propose an agenda for future studies.
ability (Arpaci et al., 2022), social styles (Chung, 2017), relationship
with a virtual environment (Sung et al., 2011), sex differences among
adolescents (Abdel‐Khalek, 2019) and acceptance of social network-
2
| THEORETICAL FRAMEWORK
ing (Rosen & Kluemper, 2008). We applied the Big Five personality
traits to gain an understanding of adoption behavior. Each trait
The metaverse has the potential to impact younger generation
addresses a distinct aspect with varying degrees of impact on
positively by increasing their engagement through social media (Lee
behavior. These traits combine to form a unique perspective and set
& Xie, 2022). It allows users to connect with each other in a novel
of experiences shaping everyone's thoughts, beliefs and actions. This
immersive manner whilst providing opportunities for social interac-
leads to a diversity of intentions, goals and motivations that
tion, collaboration and learning. Some metaverse apps (HealthifyMe,
distinguish one person from another (Liao et al., 2006). For instance,
Cult.fit etc.) are designed to encourage physical activity and healthy
an individual with an Openness trait is more likely to be interested in
behavior, facilitating younger generations’ adoption of healthy habits
using innovative platforms such as the metaverse (Jang & Kim, 2023).
(Jekese et al., 2023). Prior studies on mobile applications integration
People high in Openness tend to be enthusiastic about adopting new
with the Big Five personality traits reveal a diverse area, including
technologies. These early adopters may interpose their intentions to
online learning (Mo & Mo, 2023), training and education programmes
use new technology platforms (Arulogun et al., 2020; Dwivedi
(Yilmaz et al., 2023), marketing practices (Giang Barrera &
et al., 2022). On the other hand, some traits, such as Agreeableness,
Shah, 2023), purchasing decisions (Peng et al., 2012), brand
prioritize the wellbeing of others. Individuals who score highly on
engagement (Hollebeek et al., 2022) and smartphone addiction
Agreeableness exhibit trust and show a great capacity for adapting to
(Arpaci et al., 2022). Virtual gaming impacts the younger generations
people and surroundings (Chung, 2017). Individuals with this trait
positively in terms of socializing (Hamari et al., 2018) and makes them
place value on harmony and cooperation in their relationships and
positive and realistic in their approach (Sauce et al., 2022). Digital
may regard new technology as beneficial to their group (Harris &
learning provided several affective benefits for learners (Lee &
Vazire, 2016). Responsible and dependable individuals with high
Xie, 2022) while digital applications offered individuals several health
Conscientiousness
benefits as well as assisting in mental health recovery (Colder Carras
Saat, 2021) but they are more likely to carry out research and
et al., 2018). This technology helped younger generations to cope
consider the implications of adoption before making a purchase
scores
often
adopt
technology
(Dangi
&
with the psychological loneliness that they faced during the
decision (Buhalis & Karatay, 2022). Individuals with a high Extraver-
pandemic. Twenge (2019) reported that young generation individuals
sion trait tend to be outgoing and to be more easily influenced by the
are frequently acknowledged as the loneliest generation and one
opinions of others in their social network. They are more likely to
whose mental status has been drastically fading due to the social
adopt a new product if they perceive it to be popular among their
restrictions enacted during the COVID‐19 pandemic. This led to the
peers (Colder Carras et al., 2018). Individuals with a high Extraversion
creation of some alternatives to engage them (Junus et al., 2023).
trait score also are more likely to experience virtual environments and
The metaverse is becoming increasingly important in social media
engage in a social context (Colder Carras et al., 2018). In contrast,
as it offers a new way for people to interact with each other and with
individuals who score highly on the Neuroticism trait tend to
digital content. By creating immersive, three‐dimensional virtual
experience more stress and anxiety. Consequently, they may be
environments that users can navigate and customize, the metaverse
more cautious about adopting new products or technologies and may
allows for more engaging and personalized social experiences. In this
require extra information or reassurance before they feel able to
digital space, personality traits play a dominant role in shaping how
decide (Arpaci et al., 2022). Prior research has suggested that
individuals interact with their virtual environment and with others (Oh
individuals who have high levels of Neuroticism may be less likely to
et al., 2023). There have been extensive discussions on how
adopt new technologies (Watjatrakul, 2016). This reluctance can be
personality
ascribed to their negative perception of the consequences of new
factors
determine
technology
adoption
(Arulogun
et al., 2020; Dwivedi et al., 2022). Traits that are relatively stable
technology use (Arpaci et al., 2022).
across an individual's lifetime reflect their unique way of thinking,
In addition to the Big Five personality traits (Openness,
feeling and behaving. These are usually measured by self‐reporting
Conscientiousness, Extraversion, Agreeableness and Neuroticism),
surveys or observer ratings and can be grouped into five broad
Personal Innovativeness and hedonic motivation have been
dimensions known as the “Big Five” personality traits (Goldberg, 1992).
appended to the study as moderators. The reasons for choosing
Based on the literature, we adopt the Big Five personality traits—
these factors are outlined below. First, adopting technology necessi-
Openness, Conscientiousness, Extraversion, Agreeableness and
tates personal innovativeness, which facilitates early intentions to
Neuroticism—as the theoretical framework. Prior studies built
use such technology (Lee & Xie, 2022). The interest and acceptance
theoretically meaningful associations between Big Five personality
of innovative technology are highly associated with people having
traits and important life outcomes (Block, 1995), friendship and
high levels of personal innovativeness (Venkatesh et al., 2012).
development (Harris & Vazire, 2016), current political information as
Second, hedonic motivation, which is frequently linked to individual
relayed by domestic modern media (Zhao, 2022), occupational stress
pleasure from leisure activities (Moorthy et al., 2019), is the force that
15206793, 0, Downloaded from https://onlinelibrary.wiley.com/doi/10.1002/mar.21863 by Bournemouth University The Sir Michael Cobham Library, Wiley Online Library on [05/07/2023]. See the Terms and Conditions (https://onlinelibrary.wiley.com/terms-and-conditions) on Wiley Online Library for rules of use; OA articles are governed by the applicable Creative Commons License
SOWMYA G
|
SOWMYA G
ET AL.
drives users of the metaverse to socialize, which is an activity
individual personality differences on the behavioral intention to use
primarily pursued for entertainment and pleasure.
the metaverse in socializing (see Appendix). The ethical aspects were
Individuals’ preferences in social activities and technological
addressed by obtaining the informed consent of the participants
adoption differ based on personal attributes and motivations. The
during the interview. The interview was audio‐recorded in addition to
environment also affects the way that personality traits are
noting relevant points in the interviewer's pocket notebook. The
expressed, with differences in individuals’ actions apparent between
qualitative data were analysed using a series of procedures
real and virtual environments, making it challenging to characterize
systematically (Smith et al., 2022). The first process involved the
human behavior in these settings (Arpaci & Kocadag Unver, 2020).
transcription of the audio recordings. The researchers read and
More precisely, research on intentions to adopt the metaverse in
reread the transcriptions and notes to obtain a firm grip on the
daily routines in which people interact in a virtual environment with
essence of the data. All the sentences were carefully reviewed to
others via their customized avatars is limited. Thus, the present study
understand the depth of expression in participants’ statements. The
explores the level of self‐other agreement of personality, the factors
second process involved horizontalization of data, in which equal
that majorly influence individual intentions to use the metaverse in
values and weights were assigned to every statement. Consequently,
social life. From the above discussions, the present study incorpo-
all the non‐repetitive and nonoverlapping statements were thought-
rated personality traits with intention to use the metaverse for
fully extracted to develop a comprehensive structure of data. The
socializing. The study employs a mixed‐methods approach (studies 1
structure of data revealed 22 sub‐themes related to the inquiry.
and 2), with a qualitative analysis component followed by a
quantitative analysis component to verify qualitative conclusions.
The list consisted of frequently observed personality categories
such as energetic, enthusiastic, outspoken, empathetic, considerate,
trustworthy, forgiving, soft‐spoken, co‐existing, sincerity, consistency, carefulness, composed, diligent, jubilant, calm, stable, relaxed,
3
| E X P L O R A T O R Y ST U D Y : P H A S E 1
inventive, visionary, artistic and curiosity. These sub‐themes were
clustered into five themes based on the commonalities observed in
3.1
| Hermeneutic phenomenological study
the participants’ personalities (Table 1). The identified themes were
initially validated with a reference check to the original notes, and it
The qualitative study was designed in line with Heidegger's
was observed that the themes were consistent with the eloquent
Hermeneutic phenomenological approach (Dabengwa et al., 2023).
quotes and expressions underlying the current phenomenon. To
Phenomenological studies incorporate an interpretivist methodology
validate the analysis, the author relied on all the co‐authors to read,
based on the notion that feeling, values and mindset of people impact
reflect and extract themes from the collected data (Table 1). Through
their behaviors. In other words, it is easy to explore technology
this action, the probable biases that might have occurred from
adoption behavior by implementing a phenomenological approach.
the authors’ prior knowledge and psychological dispositions were
Such studies are particularly concerned with developing insights
eliminated. The reliability of the themes was assessed following the
about the focus of inquiry by examining the subjective perceptions of
recommendations of Miles and Huberman (1994). Two independent
participants and understanding their lived experiences (Casmir, 1983).
researchers (excluding co‐authors) were asked to code 50% of the
Using this methodology enables the exhaustive description of
verbatim transcription. The first researcher obtained 82% agreement
participant perception and experience with the causal explanations
and the second researcher obtained 78% agreement for the five
and psychological biases of the researchers eliminated.
research themes. An agreement level over 70% is considered
The present study intends to model the metaverse adoption
consistent. Any incongruities between the researchers were resolved
behavior of Gen Z through the lens of the phenomenological
through discussion and cross‐verifications with the original transcript
approach. To maintain consistency, one of the authors conducted
and notes.
in‐depth interviews with the participants in line with the research
questions. An in‐depth interview was conducted with 24 Gen Z users
of various metaverse‐based social media platforms in a span of 10
4 |
HYPOTHESES DEVELOPMENT
days. The respondents for the qualitative study were selected using
the snowball sampling technique. Since the usage of metaverse‐
Personality traits and patterns are unique to each individual and exert
powered social media platforms is in its nascent stage, we
a significant impact on their thoughts and actions. To comprehend
approached a few of our students for assistance. With their help,
how an individual interacts with the world, it is crucial to understand
we identified their peers and other acquaintances within the Gen Z
their personality differences. According to Goldberg (1993), examin-
age group who were at the early stage of using the metaverse in
ing an individual's personality traits can help to predict their behavior.
social media. We then obtained the informed consent of these
An individual's intentions may be affected by various factors such as
participants and proceeded with the interview. Only two interviews a
values, beliefs, experiences and life circumstances.
day were conducted to avoid overloading the interviewer and so
Thus, personality traits are valuable in predicting individuals’
reducing the credibility and efficiency of the interviews. The
behavior (Zweig & Webster, 2003). Previous studies have also
questions were specifically designed to understand the influence of
highlighted the role of personality in explaining how individuals use
15206793, 0, Downloaded from https://onlinelibrary.wiley.com/doi/10.1002/mar.21863 by Bournemouth University The Sir Michael Cobham Library, Wiley Online Library on [05/07/2023]. See the Terms and Conditions (https://onlinelibrary.wiley.com/terms-and-conditions) on Wiley Online Library for rules of use; OA articles are governed by the applicable Creative Commons License
4
|
ET AL.
TABLE 1
5
Themes and sub‐themes of participants’ personality traits.
Themes
Sub‐themes
Meaning
Example of verbatims
Extraversion
Energetic
A person who works round the clock actively and
happily
“The energy level after using metaverse system for a short period
is high…it helps to boost my mood and I indulge in my routine
activities more effectively”
Enthusiastic
A person who expresses high levels of excitement,
happiness and inspire others with high levels of
satisfaction
“I always love to and get excited about the new features of
technology…I feel joyous and motivated to use the latest
technologies and prefers to discuss about it with others”
Outspoken
A person who expresses opinion frankly without any
reservations
“In several instances I convinced people about the use of
metaverse in social media…. I liked the metaverse experience
and use to restrain from people's criticism about it”
Empathetic
It is the ability to feel what others feel and
understand others situations without judgment
“I feel metaverse adoption will take sometime since many persons
are not aware of these platforms…. I use to help my friends at
times to use these metaverse based social networking sites”
Considerate
A person who understands the rights and privileges
of other people and behave with kindness
“I know that it takes a while to shape and understand the policies
of metaverse…. I generally feel that the goodness of
technologies should be enjoyed by all”
Trustworthy
A person who is able to be trusted and stay
dependable
“I am very open about the issued involved with metaverse also….
even though there are security vulnerabilities in metaverse,
these platforms enhance user interaction effectively”
Forgiving
Giving up the resentment towards others for their
mistake for better relationships and happiness
“Through metaverse I am able to effectively interact with others
and solve my socializing concerns…. I feel that metaverse
helps in better interaction between persons by increasing
better virtual relationships and happiness”
Soft‐spoken
A person who speaks mildly and calmly with an
intention to not hurt others
“I feel that every technology has its own purpose and it is up to
person for using it properly…. I don't feel metaverse is
harmful without affecting the socializing fabric…. interactions
will calm the stressed life also”
Co‐existing
Person who likes to live in peace with others in spite
of minor disagreements and disputes
“I feel that interactions with diverse people is now enhanced…we
will get to know more people with cultural and social
differences which will bring harmony among relationships”
Sincerity
A person who is honest in his/her acts and remains
emotionally stable irrespective of the happenings
in their life
“I am truthful of my presence in these sites…I never disguised my
identity and seldom gets affected by the noises of such social
media platforms”
Consistency
A person who expresses degrees of prudence and
justice and treat others with intrinsic value they
deserve
“I don't feel I am addicted to metaverse based interactions at all. I
generally use it for socializing and leisure purpose…I stick to a
particular time frame for using such platforms”
Carefulness
A person who thinks and works cautiously to reduce
the errors and increase efficiency
“I am always more cautious of these platforms…. I use to learn
from others about the usages of these sites to reduce my
mistakes”
Composed
A person who is self‐possessed and remains free
from circumstantial agitations
“I don't think use of metaverse in social networking affects my
personal as well as work life…. I don't get easily irritated by
the happenings of virtual communities and view it as an
entertainment only”
Diligent
A person who blends hard work with smart work and
acquire more opportunities through excellence
“In metaverse people may use metaverse socializing for
increasing their opportunities and personal growth….the
possibilities of more virtual contacts will help people in
exploring opportunities which is otherwise not possible”
Jubilant
A person who feels great joy and happy for their
victories and express it tangibly
“I feel that in course of time people will start using metaverse for
their business and job purposes…. effective networking will
make people successful…I feel happier in interacting using
metaverse”
Calm
Persons radiating friendly energy, lightens others
mood choose quiet and peace over noisy
movement.
“I feel I enjoy peace of mind with metaverse interface…after the
hectic daily routines I feel the metaverse more relaxing and
soothing”
Agreeableness
Conscientiousness
Neuroticism
(Continues)
15206793, 0, Downloaded from https://onlinelibrary.wiley.com/doi/10.1002/mar.21863 by Bournemouth University The Sir Michael Cobham Library, Wiley Online Library on [05/07/2023]. See the Terms and Conditions (https://onlinelibrary.wiley.com/terms-and-conditions) on Wiley Online Library for rules of use; OA articles are governed by the applicable Creative Commons License
SOWMYA G
SOWMYA G
TABLE 1
ET AL.
(Continued)
Themes
Openness
Sub‐themes
Meaning
Example of verbatims
Stable
A person who remains composed under pressurized
situation and remains caring and considerate to
others
“Metaverse based social media activities makes me stress free…I
feel engaged and more immersed and enjoy good mental
health through socializing…”
Relaxed
A person who makes peace with themselves and are
inclined to personal truths, happiness, respect
and their surroundings
“I use metaverse sometimes to understand and know my
surroundings…I can experience better socializing using
metaverse experience…. we can understand the immediate
environment more effectively”
Inventive
A person who is brilliant, resourceful and provocative
of thinking and ideas
“I love to explore the complexities of emerging technologies…I
have all those resources at home for easy adoption of
metaverse in socializing”
Visionary
A person with relentless dreams and thinking working
for a well‐defined purpose for the development
of others
“I always look for challenges and solutions for it…I feel metaverse
is one such an answer for the technologically connected
world…I feel it is more effective when used for well‐defined
purposes”
Artistic
A person who is interested in aesthetic criteria with
wavering self‐esteem and impulsivity
“Use of metaverse supplements enhanced aesthetic experience
to me…I enjoy many artistic pleasures using metaverse based
networking…I use metaverse for more artistic purposes….”
Curiosity
A person who is compelled to find interesting
answers through more learning to make their life
interesting
I always feel curious to test and try new things in life, so it was
easy for me to use metaverse…I figure to learn something
new from emerging technologies…I feel innovative
technologies are quiet interesting to me…”
technology (Wang, 2010) and emphasized the importance of
high Conscientiousness scores tend to plan and carefully consider the
considering personality traits in the adoption of new technologies
potential benefits of technology. Consequently, they may be more
(Terzis et al., 2012). Additionally, an individual's intentions can be
inclined to see the metaverse as a valuable tool for communication,
influenced by their values and beliefs (Rosen & Kluemper, 2008).
education and entertainment. Thus, we propose:
H2:
4.1
| Openness‐intention
Conscientiousness significantly predicts the intention to
use the metaverse.
The personality trait of Openness is characterized by an individual's
receptiveness to novel experiences and ideas. Research has
4.3 |
Extraversion‐intention
demonstrated that individuals who exhibit high levels of Openness
show a tendency to use metaverse platforms out of a desire to
According to Harris and Vazire's research (2016), Extraversion is a
explore
(Dwivedi
significant predictor that can impact an individual's goals and
et al., 2022). Furthermore, those with high Openness scores tend
intentions. People with this trait tend to be more sociable and
to be early technology adopters, which could also influence their level
outgoing and enjoy social interaction, making them more inclined to
of engagement with metaverse platforms (Arulogun et al., 2020).
participate in virtual environments in which they can socialize with
innovative
experiences
and
perspectives
others (Colder Carras et al., 2018). Thus, we posit:
H1:
Openness significantly predicts the intention to use
metaverse
H3:
Extraversion significantly predicts the intention to use
the metaverse.
4.2
| Conscientiousness‐intention
4.4 |
Agreeableness‐intention
Conscientiousness, characterized by traits such as organization,
responsibility and dependability, has been linked to a greater likelihood
As noted by Hulya Ercan (2017), Agreeableness refers to an
of adopting technology (Dangi & Saat, 2021). However, it is unclear
individual's inclination towards accepting others, maintaining positive
whether Conscientiousness affects decisions to adopt the metaverse,
relationships, being modest and helping others. This personality trait
and whether it may also predict the intention to use metaverse
can have an impact on an individual's goals and intentions, as
technology. Buhalis and Karatay (2022) suggest that individuals with
highlighted by Harris and Vazire (2016). For instance, individuals who
15206793, 0, Downloaded from https://onlinelibrary.wiley.com/doi/10.1002/mar.21863 by Bournemouth University The Sir Michael Cobham Library, Wiley Online Library on [05/07/2023]. See the Terms and Conditions (https://onlinelibrary.wiley.com/terms-and-conditions) on Wiley Online Library for rules of use; OA articles are governed by the applicable Creative Commons License
|
6
|
ET AL.
7
score high in Agreeableness may prioritize the wellbeing and needs of
between personal innovativeness and the likelihood of using new
others (Chung, 2017). This study aims to investigate how the
technology (Venkatesh et al., 2012). Based on this, we hypothe-
Agreeableness trait influences the use of a technology tool that
size that:
encourages socializing. Thus, we propose to study the relationship
between Agreeableness and the intention to use the metaverse.
H6a,b,c,d,e:
Personal innovativeness positively moderates the
influence of personality traits on the intention to use the metaverse.
H4:
Agreeableness significantly predicts the intention to use
the metaverse.
4.7 |
4.5
| Neuroticism‐intention
Hedonic motivation (HEM)
“Hedonic motivation” refers to the inclination to pursue pleasure and
avoid pain. It is a type of motivation that drives people to seek
Prior research has already established the influence of personality
positive emotions and avoid negative ones. Hedonic motivation can
traits on Gen Z's adoption of technology in various contexts (Agyei
influence a variety of behaviors, such as eating, socializing and
et al., 2020). Neuroticism is a personality trait that affects emotional
engaging in leisure activities (Singu & Chakraborty, 2022). It is also
stability and balance. People who score low on Neuroticism are more
believed to be a contributing factor to mental health issues such as
stable, secure and active (Ercan, 2017). Studies have suggested that
addiction and depression (Venkatesh et al., 2012). Previous studies
individuals with high levels of Neuroticism may be less likely to adopt
have found a significant correlation between hedonic motivation,
new technologies (Watjatrakul, 2016) because they tend to perceive
behavioral intentions (Chakraborty, Singu, et al., 2022; Nikolopoulou
the potential risks and negative consequences associated with
et al., 2020) and intentions to use e‐learning (Moorthy et al., 2019).
technology use more acutely (Arpaci et al., 2022). We posit that:
Based on this, we propose that:
H5:
Neuroticism significantly predicts the intention to use
H7a,b,c,d,e:
Hedonic motivation positively moderates the
the metaverse.
influence of personality traits on the intention to use the metaverse.
For example, a person who values independence may be more
Hence, in this context the theoretical model has been developed
likely to strive for self‐sufficiency and autonomy. At the same time,
and is shown in Figure 1.
someone who believes in the importance of community may be more
inclined to focus on building and maintaining relationships. Life
experiences and circumstances can also play a role in shaping an
individual's intentions. For example, a person who has faced
5 | METHODOL OGY P HASE 2
( Q U A N T I T A T I V E S T U D Y)
significant challenges or adversity may be more driven to overcome
obstacles and persevere. In contrast, someone with more privileged
5.1 |
Methods
experiences may be more inclined to take opportunities for granted.
In summary, individual intentions differ because people are unique,
Participants who belong to the later stages of the Gen Z category
complex individuals with different personalities, values, beliefs,
(16–24 years) are considered for the quantitative analysis. A private
experiences and life circumstances (Liao et al., 2006). The literature
market research agency in India was tasked with collecting data
supported the role of personality traits in social sustainability (Arpaci
across a range of different demographics. The rationale to focus on
et al., 2022), relationship with a virtual environment (Buhalis
India is attributed to the following factors. First, India has relatively
et al., 2020; Sung et al., 2011), social styles (Chung, 2017), friendship
young users with over 65% of the total population under 35 years of
and development (Harris & Vazire, 2016), online learning (Mo &
age. Second, India has the highest social media users, over 448
Mo, 2023), training and education programmes (Yilmaz et al., 2023).
million. Third, India has the highest smartphone penetration which
are the primary device for accessing the Internet and social media,
thus making it crucial to study how people in India are likely to access
4.6
| Personal innovativeness (PEI)
the metaverse for socializing using mobile phones. Thus, with an
exponentially growing user base it is imperative to analyse how Gen Z
Personal innovativeness refers to the extent to which someone is
Indians are likely to adopt emerging technologies such as metaverse
open to new concepts, methods and technologies. It measures an
for socializing.
individual's readiness to take risks and accept change (Agarwal &
Questions posed to the respondents were:
Prasad, 1999). People with high levels of personal innovativeness
tend to be more creative, flexible and proactive in solving problems
(a) Are you aged between 16 and 24 years (Gen Z category)?
(Lee et al., 2011). Previous research has shown a strong correlation
(b) Are you using metaverse‐based social media platforms?
15206793, 0, Downloaded from https://onlinelibrary.wiley.com/doi/10.1002/mar.21863 by Bournemouth University The Sir Michael Cobham Library, Wiley Online Library on [05/07/2023]. See the Terms and Conditions (https://onlinelibrary.wiley.com/terms-and-conditions) on Wiley Online Library for rules of use; OA articles are governed by the applicable Creative Commons License
SOWMYA G
SOWMYA G
FIGURE 1
ET AL.
Theoretical model.
TABLE 2
No. of
respondents
Percentage
Male
319
73.16
Female
117
26.84
Students
297
68.12
Working professionals
139
31.88
Urban
345
79.13
Rural
91
20.87
Users of all the four metaverse based social media
platforms (Facebook Horizon, Zepeto, Second Life and
VR Chat)
140
32.11
Users of any one metaverse based social media platforms
(Facebook Horizon, Zepeto, Second Life and VR Chat)
296
67.89
Demographic measures
Demographic measures.
Gender
Occupation
Place of living
Users of metaverse based social media platforms
The respondents who answered “no” to either or both questions
traits have been adapted from the original items of the
were not considered further. A total of 436 respondents were
Personality Inventory Scale (Benet‐Martínez & John, 1998).
retained. Of these, 73% were male, 68% were students, 79% were
Extraversion is measured with 4 items, Agreeableness (4),
from urban areas and only 32% had used all four metaverse‐based
Conscientiousness (4), Neuroticism (4) and Openness (8). A
social media platforms (Facebook Horizon, Zepeto, Second Life and
few statements are reversed from the original scale for
VR Chat). Table 2 presents the demography of the respondents.
uniformity. Three items measuring the intention to use the
metaverse are adapted from Venkatesh et al. (2012) and two
items adapted from Teo et al. (2008). The moderator's personal
5.2
| Measures
innovativeness and hedonic motivation have been modified, see
Agarwal and Prasad (1998) and Venkatesh et al. (2012),
The study measures are adapted from prior established
respectively (see Table 2 for the list of items used to measure
scales, i.e., the constructs measuring Big Five personality
the constructs).
15206793, 0, Downloaded from https://onlinelibrary.wiley.com/doi/10.1002/mar.21863 by Bournemouth University The Sir Michael Cobham Library, Wiley Online Library on [05/07/2023]. See the Terms and Conditions (https://onlinelibrary.wiley.com/terms-and-conditions) on Wiley Online Library for rules of use; OA articles are governed by the applicable Creative Commons License
|
8
|
ET AL.
9
5.3 | Psychometric properties of measurement
model
personality traits except Extraversion significantly predict the
Confirmatory factor analysis is used to assess the reliability and validity
(Table 5). Among the significant predictors, Neuroticism has the
intention to use the metaverse in social media platforms
(R‐square = 0.401, adjusted R‐square = 0.40, F = 176.56, p < 0.05)
of the measurement model (normalized Chi‐square = 1.505, goodness of
highest impact on the intention of Gen Z to use metaverse (β = 0.241,
fit index = 0.902, Normed fit index = 0.941, root mean square error
t > 1.96, p < 0.05) while Agreeableness has the lowest influence over
approximation = 0.03) (Table 2). It is observed that all the factor loadings
the behavioral intention to use the metaverse (β = 0.12, t > 1.96,
and AVE (average variance extracted) values are higher than 0.5,
p < 0,05). This result show that individuals who are less neurotic
indicating convergent validity. Internal consistency is established, with
intend to use the metaverse. Contradictory to the general assump-
composite reliability values higher than 0.6 (Table 3).
tions about extroverts, we observe that these personality traits have
To confirm divergent validity, the square root of average variance
extracted values is confirmed—it is higher than the off‐diagonal values
an insignificant impact on the intention of Gen Z to use the
metaverse.
depicting intercorrelation between the constructs in the correlation
matrix (Table 3). So convergent and divergent validity as well as
reliability are established, as recommended by several studies (Bagozzi &
Yi, 1988; Henseler et al., 2015; Tavakol & Dennick, 2011). The results of
5.6 | Moderating role of personal innovativeness
and hedonic motivation
confirmatory factor analysis indicate satisfactory levels of reliability and
validity of the measurement model.
The concerns of multicollinearity issues are rejected since all the
The moderating role of personal innovativeness on the intention to
use the metaverse is examined with the Process Macro (model 1)
Variance inflated factors are less than 3 (Diamantopoulos &
(Hayes, 2017). Personal innovativeness is used as a moderator
Siguaw, 2006) (see Table 4).
because the respondents (Gen Z) are willing to experiment with
newly implemented technologies or those soon to be implemented as
well as are willing to be the first user of the metaverse. This is the
5.4
| Common method bias
rationale to use personal innovativeness as a moderator in this study.
Personal innovativeness strengthens the intention to use the
The potential pitfalls of common method bias are eliminated by
metaverse for all the personality traits except Neuroticism and
following a priori strategies recommended by Hulland et al. (2018).
Conscientiousness. The interaction term is significant and positive
First, the research uses different approaches for the different studies.
only for the influence of Openness on the intention to use
The respondents of both studies are anonymised to reduce bias.
the metaverse whereas no significant interaction is observed on
Second, the statements are psychologically separated, and items
the influence of other personality traits in influencing the intention to
randomized to nullify the sequential effects in respondents’ ratings
use metaverse in socializing. The beta value for all the significant
(MacKenzie & Podsakoff, 2012). Detailed instructions on how to fill
conditional term is positive indicating the strengthening nature of the
out the research instruments were provided, and ethical considera-
moderator (Table 6). The results show that the respondents with
tions explicitly mentioned in the research instrument to reduce item
higher levels of personal innovativeness exhibit a higher tendency to
ambiguity. Further, all the measurement scales were adapted with
adopt the metaverse for socializing purposes. In other words, those
due diligence from well‐established and validated scales. Introducing
respondents who experiment with innovative technologies with
an unmeasured common latent factor and testing for deviations in
technical expertise have a higher intention to use the metaverse for
the path coefficients reveal that all the path coefficients remained
socializing compared to respondents with lower levels of personal
significant. Also, after including the common latent factor, an
innovativeness. Similarly, we use Process Macros (model 1)
examination of the confirmatory factor analysis results show that
(Hayes, 2017) to assess the moderating role of Hedonic Motivation
all the path coefficients remain significant with negligible deviations.
on the intention to use the metaverse. Hedonic Motivation is used as
To reinforce the absence of common method bias, we measure the
a moderator because Gen Zs enjoy using the metaverse in social
intercorrelation between constructs and found it was within
media. This encourages them to use technology more intensively and
the standard values (Bagozzi et al., 1991) (Table 3). Hence, the
be early adopters. It was observed that Hedonic Motivation
results are free from the common method bias.
moderates the influence of personality traits on the intention to
use the metaverse significantly for two predictors namely Neuroticism and Openness (Table 6). The interaction term for these two
5.5 | Personality traits and intention to use the
metaverse
predictors is also significant.
All the β values of the significant interaction terms are positive,
indicating the enhancing role of moderators on the outcome variable
Covariance‐based structural equation modeling using IBM AMOS
(Figure 2). The parsimonious measures for all the significant
examines the influence of personality traits on the intention to use
moderation are given in Figure 2. It was observed that none of the
the metaverse for socializing purposes. It is observed that all the
levels in the graphs are parallel to each other, signaling the presence
15206793, 0, Downloaded from https://onlinelibrary.wiley.com/doi/10.1002/mar.21863 by Bournemouth University The Sir Michael Cobham Library, Wiley Online Library on [05/07/2023]. See the Terms and Conditions (https://onlinelibrary.wiley.com/terms-and-conditions) on Wiley Online Library for rules of use; OA articles are governed by the applicable Creative Commons License
SOWMYA G
|
TABLE 3
SOWMYA G
ET AL.
Results of measurement model.
Variable
Statement
Label
Loading
Sources
CR
AVE
Extraversion (EXT)
I feel I am outgoing and sociable person
EXT1
0.935
0.955
0.841
I am very talkative
EXT2
0.924
Benet‐Martínez and
John (1998)
I have an assertive personality
EXT3
0.909
I usually generate a lot of enthusiasm
EXT4
0.899
I am considerate to almost everyone
AGR1
0.884
0.902
0.697
I like to cooperate with others
AGR2
0.878
I am always helpful and unselfish with others
AGR3
0.781
I have a forgiving nature
AGR4
0.792
I will do job thoroughly
CON1
0.943
0.940
0.798
I do things efficiently
CON2
0.916
I stick to my plans
CON3
0.893
I am a reliable person
CON4
0.817
I don't worry a lot
NEU1
0.841
0.919
0.740
I never get tensed
NEU2
0.882
I don't get nervous easily
NEU3
0.892
I generally remain calm in tense situations
NEU4
0.825
I am more inventive
OPE1
0.853
0.947
0.692
I am open to new ideas
OPE2
0.843
I feel I have active imagination
OPE3
0.852
I like to reflect and play with ideas
OPE4
0.804
I love art, music and literature
OPE5
0.844
I am a deep thinker
OPE6
0.821
I am curious about many different things
OPE7
0.827
I prefer to do works that is challenging
OPE8
0.808
I will definitely use metaverse for social networking
IUM1
0.890
0.890
0.620
I will use metaverse for all social networking
purposes
IUM2
0.740
Teo et al. (2008);
Venkatesh et al. (2012)
I intend to continue using metaverse in the future
IUM3
0.808
I will always try to use metaverse for socializing
purposes
IUM4
0.754
I plan to use metaverse frequently
IUM5
0.733
I believe I am ready and capable of using innovative
technologies such as metaverse
PEI1
0.877
Agarwal and Prasad (1998)
0.924
0.753
When I hear about new information technology I
would look for ways to experiment with it
PEI2
0.902
I like to experiment with new IT products
PEI3
0.884
Among my peers, I am usually the first to try IT
products
PEI4
0.804
Using metaverse in social media platforms are fun
HEM1
0.942
Venkatesh et al. (2012)
0.928
0.811
Using metaverse is more enjoyable
HEM2
0.917
Using metaverse is very entertaining
HEM3
0.840
Agreeableness (AGR)
Conscientiousness (CON)
Neuroticism (NEU)
Openness (OPE)
Intention to use
Metaverse (IUM)
Personal Innovativeness (PEI)
Hedonic motivation (HEM)
15206793, 0, Downloaded from https://onlinelibrary.wiley.com/doi/10.1002/mar.21863 by Bournemouth University The Sir Michael Cobham Library, Wiley Online Library on [05/07/2023]. See the Terms and Conditions (https://onlinelibrary.wiley.com/terms-and-conditions) on Wiley Online Library for rules of use; OA articles are governed by the applicable Creative Commons License
10
|
ET AL.
TABLE 4
Correlation matrix representing divergent validity.
Variables
MSV
MaxR(H)
PEI
PEI
0.446
0.929
0.868
OPE
0.346
0.948
0.588
0.832
CON
0.446
0.950
0.668
0.537
0.893
EXT
0.264
0.956
0.500
0.346
0.514
0.917
AGR
0.225
0.911
0.474
0.442
0.405
0.216
0.835
NEU
0.287
0.923
0.536
0.303
0.502
0.483
0.221
0.860
IUM
0.326
0.904
0.571
0.474
0.533
0.379
0.368
0.467
0.787
HEM
0.389
0.940
0.614
0.531
0.624
0.462
0.405
0.526
0.514
TABLE 5
11
OPE
CON
EXT
AGR
NEU
IUM
HEM
0.901
Results of the path analysis.
Relationships
β
SE
CR
p value
Hypothesis
Decision
Openness→Intention to use MS
0.210
0.053
3.840
<0.01
H1
Supported
Conscientiousness→Intention to use MS
0.226
0.050
3.674
<0.01
H2
Supported
Extraversion→Intention to use MS
0.048
0.038
0.926
>0.05
H3
Rejected
Agreeableness→Intention to use MS
0.120
0.048
2.385
<0.05
H4
Supported
Neuroticism →Intention to use MS
0.241
0.050
4.432
<0.01
H5
Supported
Note: Absolute t‐statistics >1.96, significant at 5%.
Abbreviations: CR, critical ratio of differences; SE, standard error.
TABLE 6
Results of moderation analysis.
Path
Coefficient
SE
T
p value
LLCI
ULCI
Hypo
Sig
Moderating role of personal innovativeness
EXT→IUM
−0.01
0.03
−0.24
0.81
−0.07
0.05
H6c
No
AGR→IUM
0.04
0.03
1.09
0.28
−0.03
0.11
H6d
No
CON→IUM
0.05
0.03
1.51
0.13
−0.01
0.11
H6b
No
NEU→IUM
−0.02
0.03
−0.57
0.57
−0.08
0.05
H6e
No
OPE→ IUM
0.08
0.03
2.29
0.02
0.01
0.15
H6a
Yes
Moderating role of Hedonic motivation
EXT→IUM
−0.02
0.03
−0.56
0.58
−0.07
0.04
H7c
No
AGR→IUM
−0.05
0.03
−1.57
0.12
−0.12
0.01
H7d
No
CON→IUM
0.04
0.03
1.52
0.13
−0.01
0.10
H7b
No
NEU→IUM
−0.07
0.03
−2.27
0.02
−0.14
−0.01
H7e
Yes
OPE→IUM
0.09
0.04
2.58
0.01
0.02
0.16
H7a
Yes
of moderation. Also, with higher levels of personal innovativeness the
6 |
D IS CU SS IO N
intention to use metaverse for socializing was higher among
participants with Openness. Similarly at higher levels of hedonic
The findings establish an empirically validated framework for under-
motivation, the intention to use the metaverse was high for
standing the influence of personality traits on the intention to use
respondents with traits such as Neuroticism and Openness (Figure 2).
metaverse in social media platforms in India for users in the age group
15206793, 0, Downloaded from https://onlinelibrary.wiley.com/doi/10.1002/mar.21863 by Bournemouth University The Sir Michael Cobham Library, Wiley Online Library on [05/07/2023]. See the Terms and Conditions (https://onlinelibrary.wiley.com/terms-and-conditions) on Wiley Online Library for rules of use; OA articles are governed by the applicable Creative Commons License
SOWMYA G
FIGURE 2
12
|
The moderating effect of personal innovativeness and hedonic motivation.
SOWMYA G
ET AL.
15206793, 0, Downloaded from https://onlinelibrary.wiley.com/doi/10.1002/mar.21863 by Bournemouth University The Sir Michael Cobham Library, Wiley Online Library on [05/07/2023]. See the Terms and Conditions (https://onlinelibrary.wiley.com/terms-and-conditions) on Wiley Online Library for rules of use; OA articles are governed by the applicable Creative Commons License
|
ET AL.
13
of 16–26 years. Previous studies confirm the role of personality traits
characteristics of Gen Z, and hence Openness has a significant impact
on the Gen Z technology adoption process in various contexts but
on their intention to use the metaverse. Conscientiousness entails
studies that focus exclusively on analysing the adoption behavior of
doing a job properly, doing good work whatever the nature of the
Gen Z regarding the metaverse are scarce. Using interpretive
task provided, being reliable and achieving goals. It is evident that
phenomenological analysis, the authors explore the personality traits
these characteristics result in respondents intending to use the
underlying the behavioral intentions: Openness, Conscientiousness,
metaverse. These characteristics are such that people require if they
Extraversion, Agreeableness and Neuroticism, to use the metaverse.
are to use new or innovative technologies effectively. A low score for
The insights of qualitative analysis are used to model the behavioral
Neuroticism means that people do not worry, are less stressed, do
intentions of Gen Z in using metaverse‐based social media platforms
not get nervous, and remain calm in tense situations. These traits are
With Personal Innovativeness and Hedonic Motivations as condi-
required to use the metaverse and the results of the study support
tional variables. The adoption of the metaverse by Gen Z users in
this. Agreeableness focuses on showing kindness to everyone, being
India are drawn from the quantitative analysis which shows that male
able to work effectively with other people, show a willingness to help
participants are engaged in more metaverse‐based socialization
others and be an understanding person. These characteristics are
activity than female participants. Males are less sceptical and in fact
required to use the metaverse. Extraversion mainly refers to being
more confident in their ability to use technology for networking than
friendly and open, talkative and ability to generate excitement.
women. Given the rationale to focus on Gen Z as expected students
However, in our findings, it has a nonsignificant relationship because
comprise majority of the respondents. The main drivers of
the respondents place a higher value on conversations with friends or
exponential growth in the student community's use of the metaverse
colleagues in which they can physically interact than they do when
are social networking, rising smartphone usage, and improved access
interacting via technology. Interacting by using technology is
to technology. Our findings also indicate that the proportion of
perceived as lacking the ability to evoke the fully‐fledged emotions
participants using many such platforms are significantly low.
that are ordinarily generated through physical interaction. Individuals
However, if more aggressive transmission techniques are employed,
who score highly on Extraversion and want to enthuse others prefer
a gradual rise in these numbers should be seen. The results with
physical interaction over technology‐assisted interaction.
framework has been discussed in the Figure 3.
Gen Z cohorts are tech‐savvy, inventive, open to change, highly
Structural equation modeling is used to substantiate the impact of
adaptive and enthusiastic users of innovative technologies. While
Gen Z's personality traits on the intention to use the metaverse. It was
studies on Gen Z behavior emphasize their flexibility and optimistic
observed that all the personality traits except Extraversion significantly
nature compared to their immediate predecessors (Chillakuri, 2020;
and positively influence the intention to adopt the metaverse.
Schroth, 2019; Taibah & Ho, 2023) individuals’ behavior, including
Neuroticism had the highest influence on behavioral intention (H5,
technology adoption, is shaped by their personality. Further, the
β = 0.241) followed by Conscientiousness (H2, β = 0.226), Openness (H1,
inclination to use technological products significantly affects Gen Z's
β = 0.210) and Agreeableness (H4, β = 0.120). Also, Extraversion
individual personality differences. This study confirms the findings of
(H3, β = 0.048) reveals an insignificant impact on the intention to use
previous studies in understanding Gen Z's technology adoption
scenarios pertaining to the metaverse (Dwivedi et al., 2022; Hilken
the metaverse.
Openness is concerned with being creative in nature, open to
et al., 2022a, b; Kumar et al., 2023).
new ideas, having an active imagination, playing with thoughts,
The moderating role of Personal Innovativeness and Hedonic
showing deep thinking and regarding work as a challenge. These are
Motivation are investigated in the current study. We see that
FIGURE 3
Results of the study.
15206793, 0, Downloaded from https://onlinelibrary.wiley.com/doi/10.1002/mar.21863 by Bournemouth University The Sir Michael Cobham Library, Wiley Online Library on [05/07/2023]. See the Terms and Conditions (https://onlinelibrary.wiley.com/terms-and-conditions) on Wiley Online Library for rules of use; OA articles are governed by the applicable Creative Commons License
SOWMYA G
|
SOWMYA G
ET AL.
personal innovativeness positively moderates the direct path only
groups, making new friends, and taking advantage of educational
between Openness (H6a, β = 0.08, p < 0.05) and the outcome variable.
possibilities that affect their intention to utilize the metaverse on
The enhancing moderating role of personal innovativeness is
social media sites. Hence the hypothesis H6a and H7a, H7c are
reflected in positive significant interaction term. Moderation is not
supported for enhancing moderation unlike H7b, H7c, and H7d that are
supported for H6b, H6c, H6d H6e since all effect size and interaction
not supported. In this manner, our findings agree with the previous
terms are insignificant (p > 0.05). Gen Z users are technically skilled
studies (Cheah et al., 2022; Fiore et al., 2005; Hartman et al., 2006).
and innovative with higher levels of personal innovativeness. In this
Figure 4 (above) presents the results visually; these highlight the
case, Personal Innovativeness enhances their intention to use the
importance of how personality differences can affect Gen‐Z's
metaverse in such a way that people with higher levels of
willingness to use the metaverse on social media sites. A mixed‐
innovativeness exhibit enhanced behavioral intention to use meta-
method study assesses the barriers to, and enablers of, metaverse
verse in social media. With higher levels of Personal Innovativeness,
adoption at an individual level. Of the five personality traits that
people easily adapt to the technicalities of the metaverse and use it
affect the intentions of Gen Z to use the metaverse, Personal
efficiently. Our findings support the findings related to the role of
innovation and Hedonic motivation exhibit higher moderation.
Personal Innovativeness in the intention to use technological
Openness followed by Extraversion and Agreeableness has the
innovations and immersive experience such as the metaverse (Akour
highest impact on users’ intention to adopt the metaverse, and
et al., 2022; Ciftci et al., 2021; Sagnier et al., 2020).
Neuroticism has the least impact. The study, which is a case study on
Similarly, we examine the moderating role of Hedonic Motivation
India—a country with the largest number of Gen Z population,
in strengthening the intention to use the metaverse. The results
suggests that generational disparities between cohorts and their
reveal a significant moderation for two personality traits. The
personalities affects users’ willingness to adopt the metaverse.
conditional effects are significant in two direct paths, namely
the path connecting Neuroticism and Intention to use metaverse
(H7c, β = −0.07, p < 0.05) and that connecting Openness and the
7 |
MANAGERIAL IMPLICATIONS
predictor variable (H7a, β = 0.09, p < 0.05). It is seen that Hedonic
Motivation acts as an enhancing moderator that amplifies the
The current research offers significant managerial implications. First,
intention to use metaverse in socializing. The intention to utilize
the study exemplifies the importance of considering individual
social media platforms powered by the metaverse is heavily
differences in personality when developing strategies for marketing
influenced by hedonic motivation, which is represented as the
metaverse platforms to the younger generation in the context of
enjoyment gained from acts. Thus, the need for greater social
socializing. Understanding the nuances of the Big Five personality
pleasure increases the inclination to use the metaverse. Gen Z
traits of potential users is likely to support managers in ensuring they
enthusiasts of social media spend most of their time on these systems
customize marketing campaigns that appeal to the target population.
networking for enjoyment. They seek escape from their daily routines
Second, managers of the metaverse platforms can focus on
and find relief from the stress of their jobs by participating in online
promoting the hedonic benefits of the metaverse to appeal to
FIGURE 4
Visual framework
15206793, 0, Downloaded from https://onlinelibrary.wiley.com/doi/10.1002/mar.21863 by Bournemouth University The Sir Michael Cobham Library, Wiley Online Library on [05/07/2023]. See the Terms and Conditions (https://onlinelibrary.wiley.com/terms-and-conditions) on Wiley Online Library for rules of use; OA articles are governed by the applicable Creative Commons License
14
|
ET AL.
15
individuals with high hedonic motivation, whilst also highlighting the
direct relationship between Personality Traits and Technology
new and unique features of the metaverse to attract individuals with
Adoption. The results confirm significant moderation and predicts
high personal innovativeness. Third, managers will need to ensure
that individuals who are motivated by pleasure and novelty‐seeking
that the metaverse offers a variety of activities and experiences that
behavior are more likely to adopt the metaverse for socializing if
cater to both hedonic and personal innovativeness motivations.
specific personality traits are present. Thus, the findings contribute to
Fourth, digital platform management should cater to the needs of all
understanding the mechanisms underlying adoption of ‘new’ technol-
types of users by focusing on user engagement through the creation
ogy (metaverse) and offers insights into how personality traits can
and exploration of new features designed to enhance user pleasure
interact with other factors to shape the adoption decision of the users.
and experiences, such as social interactions, within the metaverse.
Finally, the use of a mixed‐methods approach, with interpretive
Fifth, managers may consider providing training and support for
phenomenology for qualitative analysis, enhances the understanding
employees (older than Gen Z) to navigate the metaverse to meet the
of individuals’ subjective experiences and perspectives regarding
needs of users with different personality traits effectively. This is to
technology adoption, thus paving the way for more comprehensive
ensure that managers can retain consumers by offering them
future research framework on this topic. Our findings enrich the
customized and unique services. It is critical to remember that these
growing body of literature in metaverse where the available studies
are only hypothesized consequences. Additional research is required
focus primarily on advertising, retailing and branding to name a few
to fully comprehend the connections between individual innovative-
(Dwivedi et al., 2022). However, the current study deciphers the user
ness, hedonic motivation and metaverse utilization. Fifth, the mixed‐
behavior in social media platforms and integrates the narratives of
method approach provides an in‐depth insight into the perspectives
personality differences as their major predictors. In a stage where
of the metaverse users and their interactions with such platforms.
adoption of metaverse is highly experimental, the current study offers
This can assist managers in better understanding users’ preferences
pathbreaking insights and envisions the integration of metaverse in
and needs of target audience.
social media advancing research arena for both industry and academia.
8
| THEO RETICAL I M PL I CATIONS
9 | L I M I T A TI O N S AN D F UT UR E
RESEARCH D IR ECTIONS
The study, into the adoption of the metaverse for socializing by Gen
Z, offers several theoretical contributions. First, the study provides an
The results should be approached with caution considering its three
insight into the relationship between the Big Five Personality Traits
major limitations. First, a clear framework is lacking for metaverse to
and technology adoption. The study finds that Openness trait has the
comprehend the adoption patterns of different users, as this is still in
highest impact on users’ intention to adopt metaverse. This may be
the early stages of penetration in India. Second, the probability of
attributed to individuals’ curiosity and willing to enjoy try new things,
biases and subjectivity cannot be underestimated due to prior
that makes them more likely to utilize technology (Agarwal &
knowledge of the interviewer, co‐authors and independent research-
Prasad, 1999; Lee et al., 2011). Further, Extraversion and Agreeable-
ers involved in analysing the phenomenological data. Given we use a
ness also show a significant relationship with the intention to use
private market research agency for the collection of data we that the
metaverse. Because individuals who exhibit these traits are outgoing
study is configured to understand the intention to use the metaverse
and enjoy social interactions, they are more likely to use the
for a particular age group. Further, gender and other socio‐
metaverse as a social platform. People with high Agreeableness are
demographic background factors also have a salient impact on
sympathetic and cooperative and cherish harmony, which may
determining behavioral intentions, which need attention. Third, we
increase their propensity to interact with the metaverse in a way
adopt a mixed‐method research design that uses interpretive
that fosters connection and collaboration. In addition, the study finds
phenomenological analysis and quantitative framework that uses
no significant influence of Neuroticism and Conscientiousness on the
moderation. In our study, we hypothesize the intention to use
Intention to use metaverse. This could be because individuals who
metaverse as the outcome variable to enable us to understand the
have this trait are anxious and may be prone to worry, and more likely
personality determinants of early‐stage adoption of the technology.
to perceive potential risks and negative consequences associated
Further, we analyse the separate moderation effects of personal
with the metaverse usage. But individuals with high Conscientious-
innovativeness and hedonic motivation in the current framework but
ness traits are organized, reliable and disciplined, which may make
not the effect of their combined interaction on the outcome variable.
them distrust technology and the risks associated with using the
Finally, to understand the role of cultural differences, studies
metaverse. In this manner, our finding aligns with previous research
incorporating intercountry and intergenerational cohorts must
on technology adoption and personality traits but provides an extra
explore the dynamics of Gen Z's intention to use metaverse in social.
layer of insight into Gen Zs. Further, the study makes a unique
It should be noted that although the study does not focus on a
contribution by focusing on the metaverse, which is relatively new
specific metaverse‐powered social networking platform, future
and growing technology. Second, the study investigates the inter-
research should acknowledge Gen Z's intentions to use the
active roles of hedonic motivation and personal innovativeness in the
metaverse based on the specificities of such platforms.
15206793, 0, Downloaded from https://onlinelibrary.wiley.com/doi/10.1002/mar.21863 by Bournemouth University The Sir Michael Cobham Library, Wiley Online Library on [05/07/2023]. See the Terms and Conditions (https://onlinelibrary.wiley.com/terms-and-conditions) on Wiley Online Library for rules of use; OA articles are governed by the applicable Creative Commons License
SOWMYA G
|
SOWMYA G
Future studies exploring the advanced stages of behavioral
intentions using time‐lagged data could be pursued using more third‐
party variables. Another area that could be explored is the inclusion
of the interaction of personal innovativeness and hedonic motivation
with other drivers of intention to use metaverse in social media
platforms.
10 |
CONCLUDING RE MARKS
The managerial implications of the widespread adoption of the
metaverse are transformational, while offers the users a unique
experience but also the metaverse platform companies to offer
services on the VR experience. This poses challenges for decision‐
makers on the extent and timeliness of their investments and how to
adapt business models to deliver benefits from VR platforms. Further,
the study highlights the potential for further research on the extent
to which individuals from various demographic groups use the
metaverse.
The study is unique in that it discusses 41 personality traits of the
Big Five Trait Theory and reports a significant relationship to the
adoption of the metaverse. As a part of the methodological approach,
it uses extensive interpretative phenomenological analysis to conduct
the qualitative analysis, which is leveraged to understand the impact
of individual personality differences on the intention to use
metaverse in socializing. Further, the study multiple regression
analysis and moderation using process macros for quantitative
analysis. Out of the five personality traits, Openness trait has the
highest impact on the intention to adopt the metaverse, and
Neuroticism has the least impact. Personal innovation and hedonic
motivation exhibit higher moderation in personality traits.
D A TA A V A I L A B I L I T Y S T A T E M E N T
Data sharing is not applicable to this article as no new data were
created or analyzed in this study.
ORCID
Debarun Chakraborty
Sangeeta Khorana
Dimitrios Buhalis
http://orcid.org/0000-0002-0754-1120
http://orcid.org/0000-0001-8901-0050
http://orcid.org/0000-0001-9148-6090
REFERENCES
Abdel‐Khalek, A. M. (2019). Sex differences in the big five personality
factors among Egyptian adolescents. Mankind Quarterly, 59(4),
532–542. https://doi.org/10.46469/mq.2019.59.4.6
Agarwal, R., & Prasad, J. (1998). A conceptual and operational definition of
personal innovativeness in the domain of information technology.
Information Systems Research, 9(2), 204–215. https://doi.org/10.
1287/isre.9.2.204
Agarwal, R., & Prasad, J. (1999). Are individual differences germane to the
acceptance of new information technologies? Decision Sciences,
30(2), 361–391. https://doi.org/10.1111/j.1540-5915.1999.
tb01614.x
Agyei, J., Sun, S., Abrokwah, E., Penney, E. K., & Ofori‐Boafo, R. (2020).
Mobile banking adoption: Examining the role of personality traits.
ET AL.
SAGE Open, 10, 215824402093291. https://doi.org/10.1177/
2158244020932918
Akour, I. A., Al‐Maroof, R. S., Alfaisal, R., & Salloum, S. A. (2022). A
conceptual framework for determining metaverse adoption in higher
institutions of gulf area: An empirical study using hybrid SEM‐ANN
approach. Computers and Education: Artificial Intelligence, 3, 100052.
https://doi.org/10.1016/j.caeai.2022.100052
Arpaci, I., Karatas, K., Kusci, I., & Al‐Emran, M. (2022). Understanding the
social sustainability of the metaverse by integrating UTAUT2 and big
five personality traits: A hybrid SEM‐ANN approach. Technology in
Society, 71, 102120. https://doi.org/10.1016/j.techsoc.2022.102120
Arpaci, I., & Kocadag Unver, T. (2020). Moderating role of gender in the
relationship between big five personality traits and smartphone
addiction. Psychiatric Quarterly, 91(2), 577–585. https://doi.org/10.
1007/s11126-020-09718-5
Arulogun, O. T., Akande, O. N., Akindele, A. T., & Badmus, T. A. (2020).
Survey dataset on open and distance learning students’ intention to
use social media and emerging technologies for online facilitation.
Data in Brief, 31, 105929. https://doi.org/10.1016/j.dib.2020.
105929
Bagozzi, R. P., & Yi, Y. (1988). On the evaluation of structural equation
models. Journal of the Academy of Marketing Science, 16(1), 74–94.
https://doi.org/10.1007/BF02723327
Bagozzi, R. P., Yi, Y., & Phillips, L. W. (1991). Assessing construct validity in
organizational research. Administrative Science Quarterly, 36(3),
421–458. https://doi.org/10.2307/2393203
Benet‐Martínez, V., & John, O. P. (1998). Los cinco grandes across cultures
and ethnic groups: Multitrait‐multimethod analyses of the big five in
spanish and English. Journal of Personality and Social Psychology, 75(3),
729–750. https://doi.org/10.1037/0022-3514.75.3.729
Block, J. (1995). A contrarian view of the five‐factor approach to
personality description. Psychological Bulletin, 117(2), 187–215.
https://doi.org/10.1037/0033-2909.117.2.187
Blut, M., & Wang, C. (2020). Technology readiness: A meta‐analysis of
conceptualizations of the construct and its impact on technology
usage. Journal of the Academy of Marketing Science, 48, 649–669.
Bölen, M. C., Calisir, H., & Özen, Ü. (2021). Flow theory in the information
systems life cycle: The state of the art and future research agenda.
International Journal of Consumer Studies, 45(4), 546–580.
Buhalis, D., Andreu, L., & Gnoth, J. (2020). The dark side of the sharing
economy: Balancing value co‐creation and value co‐destruction.
Psychology & Marketing, 37(5), 689–704. https://doi.org/10.1002/
mar.21344
Buhalis, D., & Karatay, N. (2022). Mixed reality (MR) for generation Z in
cultural heritage tourism towards metaverse. Information and
Communication Technologies in Tourism, 2022, 16–27. https://doi.
org/10.1007/978-3-030-94751-4_2
Buhalis, D., Leung, D., & Lin, M. (2023). Metaverse as a disruptive
technology revolutionising tourism management and marketing.
Tourism Management, 97, 104724. https://doi.org/10.1016/j.
tourman.2023.104724
Casmir, F. L. (1983). Phenomenology and hermeneutics: Evolving
approaches to the study of intercultural and international communication. International Journal of Intercultural Relations, 7(3), 309–324.
https://doi.org/10.1016/0147-1767(83)90035-4
Chakraborty, D. (2022). Purchase behavior of consumers toward GSAs: A
longitudinal assessment. Journal of Computer Information Systems,
1–26. https://doi.org/10.1080/08874417.2022.2123065
Chakraborty, D., Singu, H. B., & Patre, S. (2022). Fitness Apps's purchase
behaviour:
Amalgamation
of
Stimulus‐Organism‐Behaviour‐
Consequence framework (S–O–B–C) and the innovation resistance
theory (IRT. Journal of Retailing and Consumer Services, 67, 103033.
https://doi.org/10.1016/j.jretconser.2022.103033
Chauhan, S., & Yachu, S. (2022). Mental health in India: Impact of social
media on young Indians. https://indianexpress.com/article/lifestyle/
15206793, 0, Downloaded from https://onlinelibrary.wiley.com/doi/10.1002/mar.21863 by Bournemouth University The Sir Michael Cobham Library, Wiley Online Library on [05/07/2023]. See the Terms and Conditions (https://onlinelibrary.wiley.com/terms-and-conditions) on Wiley Online Library for rules of use; OA articles are governed by the applicable Creative Commons License
16
ET AL.
health/mental-health-in-india-impact-of-social-media-on-youngindians-facebook-instagram-youtube-twitter-7778499/
Cheah, I., Shimul, A. S., & Phau, I. (2022). Motivations of playing digital
games: A review and research agenda. Psychology & Marketing, 39(5),
937–950. https://doi.org/10.1002/mar.21631
Chillakuri, B. (2020). Understanding generation Z expectations for effective
onboarding. Journal of Organizational Change Management, 33(7),
1277–1296. https://doi.org/10.1108/JOCM-02-2020-0058
Chung, D. (2017). The big five social system traits as the source of
personality traits, MBTI, social styles, personality disorders, and
cultures. Open Journal of Social Sciences, 05(09), 269–295. https://
doi.org/10.4236/jss.2017.59019
Ciftci, O., Berezina, K., & Kang, M. (2021). Effect of personal innovativeness on technology adoption in hospitality and tourism: Meta‐
analysis. In W. Wörndl, C. Koo & J. L. Stienmetz, (Eds.), Information
and Communication Technologies in Tourism 2021 (pp. 162–174).
Springer International Publishing.
Colder Carras, M., Kalbarczyk, A., Wells, K., Banks, J., Kowert, R.,
Gillespie, C., & Latkin, C. (2018). Connection, meaning, and
distraction: A qualitative study of video game play and mental
health recovery in veterans treated for mental and/or behavioral
health problems. Social Science & Medicine (1982), 216, 124–132.
https://doi.org/10.1016/j.socscimed.2018.08.044
Dabengwa, I. M., Young, S., & Ngulube, P. (2023). Rigour in phenomenological
and phenomenography studies: A scoping review of library and
information science research. Library & Information Science Research,
45(1), 101219. https://doi.org/10.1016/j.lisr.2022.101219
Dangi, M. R. M., & Saat, M. M. (2021). Interaction effects of situational
context on the acceptance behaviour and the conscientiousness trait
towards intention to adopt: Educational technology experience in
tertiary accounting education. Educational Technology & Society,
24(3), 61–84. https://www.jstor.org/stable/27032856
Diamantopoulos, A., & Siguaw, J. A. (2006). Formative versus reflective
indicators in organizational measure development: A comparison
and empirical illustration. British Journal of Management, 17(4),
263–282. https://doi.org/10.1111/j.1467-8551.2006.00500.x
Duan, H., Li, J., Fan, S., Lin, Z., Wu, X., & Cai, W. (2021). Virtual Event.
Metaverse for Social Good: A University Campus Prototype. In
Proceedings of the 29th ACM International Conference on Multimedia (pp. 153–161). https://doi.org/10.1145/3474085.3479238
Dwivedi, Y. K., Hughes, L., Wang, Y., Alalwan, A. A., Ahn, S. J. (Grace),
Balakrishnan, J., Barta, S., Belk, R., Buhalis, D., Dutot, V., Felix, R.,
Filieri, R., Flavián, C., Gustafsson, A., Hinsch, C., Hollensen, S.,
Jain, V., Kim, J., Krishen, A. S., & Wirtz, J. (2022). Metaverse
marketing: How the metaverse will shape the future of consumer
research and practice. Psychology & Marketing, 40(4), 750–776.
https://doi.org/10.1002/mar.21767
Ercan, H. (2017). The relationship between resilience and the big five
personality traits in emerging adulthood. Eurasian Journal of
Educational Research, 17(70), 1–22. https://doi.org/10.14689/ejer.
2017.70.5
Fernandez, C. B., & Hui, P. (2022). Life, the Metaverse and Everything: An
Overview of Privacy, Ethics, and Governance in Metaverse. https://
arxiv.org/abs/2204.01480
Fiore, A. M., Jin, H.‐J., & Kim, J. (2005). For fun and profit: Hedonic value
from image interactivity and responses toward an online store.
Psychology & Marketing, 22(8), 669–694. https://doi.org/10.1002/
mar.20079
Giang Barrera, K., & Shah, D. (2023). Marketing in the metaverse:
Conceptual understanding, framework, and research agenda. Journal
of Business Research, 155, 113420. https://doi.org/10.1016/j.
jbusres.2022.113420
Goldberg, L. R. (1992). The development of markers for the Big‐Five
factor structure. Psychological Assessment, 4(1), 26–42. https://doi.
org/10.1037//1040-3590.4.1.26
|
17
Goldberg, L. R. (1993). The structure of phenotypic personality traits.
American Psychologist, 48(1), 26–34. https://doi.org/10.1037/0003066x.48.1.26
Hamari, J., Malik, A., Koski, J., & Johri, A. (2018). Uses and gratifications of
pokémon go: Why do people play mobile Location‐Based augmented
reality games? International Journal of Human–Computer Interaction,
35(9), 804–819. https://doi.org/10.1080/10447318.2018.1497115
Harris, K., & Vazire, S. (2016). On friendship development and the big five
personality traits. Social and Personality Psychology Compass, 10(11),
647–667. https://doi.org/10.1111/spc3.12287
Hartman, J. B., Shim, S., Barber, B., & O'Brien, M. (2006). Adolescents’
utilitarian and hedonic web consumption behavior: Hierarchical
influence of personal values and innovativeness. Psychology &
Marketing, 23(10), 813–839. https://doi.org/10.1002/mar.
20135
Hayes, A. F. (2017). Introduction to mediation, moderation, and conditional
process analysis: A regression‐based approach. Guilford publications.
Henseler, J., Ringle, C. M., & Sarstedt, M. (2015). A new criterion for
assessing discriminant validity in variance‐based structural equation
modeling. Journal of the Academy of Marketing Science, 43(1),
115–135. https://doi.org/10.1007/s11747-014-0403-8
Hilken, T., Chylinski, M., Keeling, D. I., Heller, J., de Ruyter, K., & Mahr, D.
(2022a). How to strategically choose or combine augmented and
virtual reality for improved online experiential retailing. Psychology &
Marketing, 39(3), 495–507.
Hilken, T., Keeling, D. I., Chylinski, M., de Ruyter, K., Golf Papez, M.,
Heller, J., Mahr, D., & Alimamy, S. (2022b). Disrupting marketing
realities: A research agenda for investigating the psychological
mechanisms of next‐generation experiences with reality‐enhancing
technologies. Psychology & Marketing, 39(8), 1660–1671.
Hollebeek, L. D., Sprott, D. E., Urbonavicius, S., Sigurdsson, V.,
Clark, M. K., Riisalu, R., & Smith, D. L. G. (2022). Beyond the big
five: The effect of machiavellian, narcissistic, and psychopathic
personality traits on stakeholder engagement. Psychology &
Marketing, 39(6), 1230–1243. https://doi.org/10.1002/mar.
21647
Hulland, J., Baumgartner, H., & Smith, K. M. (2018). Marketing survey
research best practices: Evidence and recommendations from a
review of JAMS articles. Journal of the Academy of Marketing
Science, 46(1), 92–108. https://doi.org/10.1007/s11747-0170532-y
Jang, J., & Kim, J. (2023). Exploring the impact of avatar customization
in metaverse: The role of the class mode on task engagement and
expectancy‐value beliefs for fashion education. Mobile
Information Systems, 2023, 1–13. https://doi.org/10.1155/
2023/2967579
Jekese, G., Zvarevashe, K., Makondo, W., Marima, I. J., & Hwata, C. (2023).
Virtual communities in supporting access to health services during
COVID‐19 pandemic: The implications and impact on Zimbabwe's
health System. In The COVID‐19‐Health Systems Nexus: Emerging
Trends, Issues and Dynamics in Zimbabwe, 169–185. Springer
International Publishing.
Junus, A., Kwan, C., Wong, C., Chen, Z., & Yip, P. S. F. (2023). Shifts in
patterns of help‐seeking during the COVID‐19 pandemic: The case
of Hong Kong's younger generation. Social Science & Medicine, 318,
115648.
Kumar, S., Dhiraj, A., Shah, M. A., & Rani, D. (2023). Application of
Metaverse in the Hospitality Industry. In Influencer Marketing
Applications Within the Metaverse, 178–194. IGI Global.
Leal, W. E., Boccio, C. M., & Jackson, D. B. (2022). The interplay between
virtual socializing, unstructured socializing, and delinquency. Crime &
Delinquency, 001112872210838. https://doi.org/10.1177/00111
287221083898
Lee, J. S., & Xie, Q. (2022). Profiling the affective characteristics of EFL
learners’ digital informal learning: A person‐centered approach.
15206793, 0, Downloaded from https://onlinelibrary.wiley.com/doi/10.1002/mar.21863 by Bournemouth University The Sir Michael Cobham Library, Wiley Online Library on [05/07/2023]. See the Terms and Conditions (https://onlinelibrary.wiley.com/terms-and-conditions) on Wiley Online Library for rules of use; OA articles are governed by the applicable Creative Commons License
SOWMYA G
|
Innovation in Language Learning and Teaching, 17(3), 552–566.
https://doi.org/10.1080/17501229.2022.2085713
Lee, L.‐H., Braud, T., Zhou, P., Wang, L., Xu, D., Lin, Z., Kumar, A., Bermejo, C.,
& Hui, P. (2021). All One Needs to Know about Metaverse: A Complete
Survey on Technological Singularity, Virtual Ecosystem, and Research
Agenda. https://arxiv.org/abs/2110.05352
Lee, S.‐G., Trimi, S., Byun, W. K., & Kang, M. (2011). Innovation and
imitation effects in metaverse service adoption. Service Business,
5(2), 155–172. https://doi.org/10.1007/s11628-011-0108-8
Liao, C., Palvia, P., & Lin, H.‐N. (2006). The roles of habit and web site
quality in e‐commerce. International Journal of Information
Management, 26(6), 469–483. https://doi.org/10.1016/j.ijinfomgt.
2006.09.001
MacKenzie, S. B., & Podsakoff, P. M. (2012). Common method bias in
marketing: causes, mechanisms, and procedural remedies. Journal of
Retailing, 88(4), 542–555. https://doi.org/10.1016/j.jretai.2012.
08.001
Miles, M. B., & Huberman, M. A. (1994). Qualitative Data Analysis: an
Expanded Sourcebook (2nd ed.). Sage Publications.
Ministry of Electronics & IT. (2019). India's Trillion Dollar Digital Opportunity.
Mo, J., & Mo, F. (2023). A study of online learning context optimization
strategies under the metaverse perspective. Journal of Education,
Society and Behavioural Science, 36(1), 30–42. https://doi.org/10.
9734/jesbs/2023/v36i11201
Moorthy, K., Tzu Yee, T., Chun T'ing, L., & Vija Kumaran, V. (2019). Habit
and hedonic motivation are the strongest influences in mobile
learning behaviours among higher education students in Malaysia.
Australasian Journal of Educational Technology, 35(4), 174–191.
https://doi.org/10.14742/ajet.4432
Nikolopoulou, K., Gialamas, V., & Lavidas, K. (2020). Acceptance of
mobile phone by university students for their studies: an
investigation applying UTAUT2 model. Education and
Information Technologies, 25(5), 4139–4155. https://doi.org/10.
1007/s10639-020-10157-9
Nosek, S. (2023). The impact of the Covid‐19 pandemic on college
students with marginalized identities. Equity in Education & Society,
2(1), 78–93. https://doi.org/10.1177/27526461221149035
Oh, H. J., Kim, J., Chang, J. J. C., Park, N., & Lee, S. (2023). Social benefits
of living in the metaverse: The relationships among social presence,
supportive interaction, social self‐efficacy, and feelings of loneliness.
Computers in Human Behavior, 139, 107498. https://doi.org/10.
1016/j.chb.2022.107498
Peng, Y.‐S., Hsiung, H.‐H., & Chen, K.‐H. (2012). The level of concern
about feng shui in house purchasing: The impacts of self‐efficacy,
superstition, and the big five personality traits. Psychology &
Marketing, 29(7), 519–530. https://doi.org/10.1002/mar.20539
Petasis, A., & Economides, O. (2020). The big five personality traits,
occupational stress, and job satisfaction. European Journal of Business
and Management Research, 5(4), 1–7.
Poškus, M. S., & Žukauskienė, R. (2017). Predicting adolescents' recycling
behavior among different big five personality types. Journal of
Environmental Psychology, 54, 57–64.
Rosen, P., & Kluemper, D. (2008). The Impact of the Big Five Personality
Traits on the Acceptance of Social Networking Website. AMCIS
2008 Proceedings. https://aisel.aisnet.org/amcis2008/274/
Sagnier, C., Loup‐Escande, E., Lourdeaux, D., Thouvenin, I., & Valléry, G.
(2020). User acceptance of virtual reality: An extended technology
acceptance model. International Journal of Human–Computer
Interaction, 36(11), 993–1007. https://doi.org/10.1080/10447318.
2019.1708612
Sauce, B., Liebherr, M., Judd, N., & Klingberg, T. (2022). The impact of
digital media on children's intelligence while controlling for genetic
differences in cognition and socioeconomic background. Scientific
Reports, 12(1), 7720. https://doi.org/10.1038/s41598-022-11341-2
SOWMYA G
ET AL.
Schroth, H. (2019). Are you ready for Gen Z in the workplace? California
Management Review, 61(3), 5–18. https://doi.org/10.1177/
0008125619841006
Singu, H. B., & Chakraborty, D. (2022). I have the bank in my pocket:
Theoretical evidence and perspectives. Journal of Public Affairs,
22(3), e2568. https://doi.org/10.1002/pa.2568
Smith, J. A., Flowers, P., & Larkin, M. (2022). Interpretative phenomenological analysis: Theory, method and research. SAGE.
Sung, Y., Moon, J., & Lin, J.‐S. (2011). Actual self vs. avatar self: The effect
of online social situation on Self‐Expression. Journal for Virtual
Worlds Research, 4(1), 1–21. https://doi.org/10.4101/jvwr.
v4i1.1927
Taibah, D., & Ho, T. (2023). Improving Gen Z contextual work
performance through Langford's leadership Big 5 and structural
empowerment. In B. Alareeni & A. Hamdan, (Eds.), Explore Business,
Technology Opportunities and Challenges After the Covid‐19 Pandemic
(pp. 910–923). Springer International Publishing.
Tavakol, M., & Dennick, R. (2011). Making sense of Cronbach's alpha.
International Journal of Medical Education, 2(6), 53–55. https://doi.
org/10.5116/ijme.4dfb.8dfd
Teo, T., Luan, W. S., & Sing, C. C. (2008). A cross‐cultural examination of
the intention to use technology between Singaporean and Malaysian
pre‐service teachers: An application of the technology acceptance
model (TAM). Journal of Educational Technology & Society, 11(4),
265–280.
Terzis, V., Moridis, C. N., & Economides, A. A. (2012). How student's
personality traits affect computer based assessment acceptance:
Integrating BFI with CBAAM. Computers in Human Behavior, 28(5),
1985–1996. https://doi.org/10.1016/j.chb.2012.05.019
Twenge, J. M., Spitzberg, B. H., & Campbell, W. K. (2019). Less in‐person
social interaction with peers among U.S. adolescents in the 21st
century and links to loneliness. Journal of Social and Personal
Relationships, 36(6), 1892–1913. https://doi.org/10.1177/
0265407519836170
Twenge, J. M. (2019). More time on technology, less happiness?
Associations between digital‐media use and psychological well‐
being. Current Directions in Psychological Science, 28(4),
372–379.
Venkatesh, V., Thong, J. Y. L., & Xu, X. (2012). Consumer acceptance and
use of information technology: Extending the unified theory of
acceptance and use of technology. MIS Quarterly, 36(1), 157–178.
https://doi.org/10.2307/41410412
Verma, A., Chakraborty, D., & Verma, M. (2023). Barriers of food delivery
applications: A perspective from innovation resistance theory using
mixed method. Journal of Retailing and Consumer Services, 73,
103369. https://doi.org/10.1016/j.jretconser.2023.103369
Wang, W. (2010). How personality affects continuance intention: An
empirical investigation of instant messaging. July, 9‐12, 1160–1170.
https://aisel.aisnet.org/pacis2010/113
Wang, Y., Su, Z., Zhang, N., Xing, R., Liu, D., Luan, T. H., & Shen, X. (2022).
A survey on metaverse: Fundamentals, security, and privacy. IEEE
Communications Surveys & Tutorials. 25(1), 319–352. https://doi.org/
10.1109/COMST.2022.3202047
Watjatrakul, B. (2016). Online learning adoption: Effects of neuroticism,
openness to experience, and perceived values. Interactive Technology
and Smart Education, 13(3), 229–243. https://doi.org/10.1108/itse06-2016-0017
World Economic Forum. (2019). This graph tells us who's using social media
the most. https://www.weforum.org/agenda/2019/10/socialmedia-use-by-generation/
Yilmaz, M., O'Farrell, E., & Clarke, P. (2023). Examining the training and
education potential of the metaverse: Results from an empirical
study of next generation safe training. Journal of Software: Evolution
and Process, e2531. https://doi.org/10.1002/smr.2531
15206793, 0, Downloaded from https://onlinelibrary.wiley.com/doi/10.1002/mar.21863 by Bournemouth University The Sir Michael Cobham Library, Wiley Online Library on [05/07/2023]. See the Terms and Conditions (https://onlinelibrary.wiley.com/terms-and-conditions) on Wiley Online Library for rules of use; OA articles are governed by the applicable Creative Commons License
18
|
ET AL.
Zhao, Y. (2022). The correlation between the Big Five personality traits
and political information exposure. Chinese Public Administration
Review, 14, 39–53. https://doi.org/10.1177/15396754221129707
Zweig, D., & Webster, J. (2003). Personality as a moderator of monitoring
acceptance. Computers in Human Behavior, 19(4), 479–493. https://
doi.org/10.1016/s0747-5632(02)00075-4
19
• How do you generally feel about using new technologies, and in
particular the metaverse?
• Why did you start using the metaverse based social networking?
Do you feel it was challenging initially?
• How will you evaluate the metaverse based socializing experience? Do you feel that the metaverse based socializing is more
entertaining?
How to cite this article: G, S., Chakraborty, D., Polisetty, A.,
• Debates about insecurities and vulnerabilities of metaverse based
Khorana, S., & Buhalis, D. (2023). Use of metaverse in
social media platforms are mushrooming‐ how do you evaluate
socializing: Application of the big five personality traits
these concerns?
framework. Psychology & Marketing, 1–19.
https://doi.org/10.1002/mar.21863
• Do you think the social media platforms require more and newer
innovations, such as metaverse? What are the features that you
like the most in these metaverse powered platforms?
• How do you manage your time using metaverse? Do you feel that
the use of metaverse is addictive and impacts normal life?
A P P E N D IX
• How do you manage the virtual connections using metaverse?
Abridged version of the questions of the in‐depth interview (Qualitative
Do you feel the metaverse has enhanced your virtual
study):
connections?
15206793, 0, Downloaded from https://onlinelibrary.wiley.com/doi/10.1002/mar.21863 by Bournemouth University The Sir Michael Cobham Library, Wiley Online Library on [05/07/2023]. See the Terms and Conditions (https://onlinelibrary.wiley.com/terms-and-conditions) on Wiley Online Library for rules of use; OA articles are governed by the applicable Creative Commons License
SOWMYA G