A Study on the Factors Affecting the Intention to Use of the Avatar Customizing in the Metaverse YUN, SOU-BIN Department of IT Policy and Management Graduate School of Soongsil University The metaverse industry is growing rapidly due to the advancemen...
A Study on the Factors Affecting the Intention to Use of the Avatar Customizing in the Metaverse YUN, SOU-BIN Department of IT Policy and Management Graduate School of Soongsil University The metaverse industry is growing rapidly due to the advancement of digital technology. Metaverse, where virtuality and reality interact, is a three-dimensional virtual environment where users experience social, economic, and cultural activities through their digital avatars. An avatar is a digital body that allows metaverse users to experience the virtual world. Avatar customization is a means of revealing one's identity, and avatar customization, which involves decorating one's avatar on the metaverse platform, is attracting attention for its value in conjunction with the recent 'sub-character craze.' In addition, it is expressed to communicate smoothly as a medium for interaction with other avatars through avatar customization. Despite the fact that modern people experience digital society through avatars in a borderless digital environment and a virtual world that transcends time and space, there is currently no research based on the value of avatar customization and emotional intelligence. Accordingly, this study adopted the Value-Attitude-Behavior (VAB) model to investigate the psychological mechanism of Metaverse platform avatar customization centered on value and factors that influence intention to use through attitude centered on experience value and perceived value. was confirmed. Prior research was conducted on the concept of the metaverse, avatars, avatar customization, value, and emotional intelligence, and experience value and perceived value were derived and set as independent variables. Two sub-variables of emotional intelligence that are overlooked in the value-attitude-behavior model were added to the independent variables. After establishing the research hypothesis for each research variable, operational definitions were performed. Additionally, an analysis of the moderating effect according to age was performed. For the empirical analysis of this paper, a survey was conducted on users with experience customizing avatars on the Metaverse platform based on previous research. The final empirical analysis was conducted using 432 valid questionnaires. The data collected was R 4.2.3 ver, Jamovi 2.3.28. ver and PLSPM were used to analyze and test hypotheses. As a result of statistical analysis, 9 out of 13 hypotheses were accepted and 4 were rejected. As a result of the empirical analysis, first, as a result of analyzing the experience value and attitude path of avatar customization on the Metaverse platform, it was confirmed that entertainment value, deviant value, and educational value have a significant positive relationship with attitude. Educational values had the highest influence on attitudes. Second, in the perceived value and attitude path, a significant positive relationship between functional value, social value, and brand value was confirmed. Brand value had the greatest influence on attitude. Third, out of eight paths between values and attitudes, two paths were rejected. Aesthetic value was rejected in experiential value, and economic value was rejected in perceived value because it had no effect on the path between attitudes. Interestingly, the path between emotional intelligence and attitude was rejected as it had no effect at all. Fourth, the path between attitude and intention to use had a significant positive relationship and was confirmed to have the highest impact among the 13 paths. Fifth, in the path between emotional intelligence and intention to use, both self-emotion management and understanding others' emotions were confirmed to have a significant positive relationship, so both hypotheses were accepted. Lastly, differences between groups were also confirmed through moderation effect analysis. In terms of age, in the path of social values and attitudes, the 40-year-old group or older showed a strong positive (+) influence, but the 18-39-year-old age group showed a weak positive (+) influence. This study is rare and significant in that it empirically verified the factors that influence user experience value, perceived value, and emotional intelligence on attitude and intention to use, focusing on the value of avatar customization in the Metaverse. Avatar customization, which involves selecting and decorating an avatar, is a unique feature in the metaverse paradigm, and while its value is attracting attention in conjunction with the recent ‘sub-character craze’, there is no related research, so it can be used as basic data. This study is significant in that it laid a theoretical foundation for the intention to use avatar customization and presented practical implications. In the virtual world, avatar customization is the first action that must be taken before entering the metaverse. In the unrestricted Metaverse, interaction through avatars can improve the user experience on the Metaverse platform and lead to the revitalization of related industries, and are expected to help create a beneficial Metaverse ecosystem by increasing users' actual communication and participation.