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The Effect of Social Influence on The Intention to Use Metaverse Technologies in The Context of Technology Acceptance Model

Yıl 2024, Cilt: 15 Sayı: 3, 641 - 661, 08.10.2024

Öz

Metaverse is a concept that emerged with digital transformation. The acceleration of technological developments and the change in the way of doing business make it necessary for businesses to adapt to this change by adopting disruptive business models. Businesses need to recognize the metaverse market and understand consumer demands in the meta world to gain a competitive advantage. From a marketing perspective, understanding consumers' intention to use metaverse technologies and determining marketing strategies accordingly can provide valuable insights to businesses and help develop marketing strategies for metaverse. This study aims to investigate the impact of the Technology Acceptance Model (TAM) dimensions and social influence on the intention of consumers living in Turkey to use metaverse technologies. For this purpose, 201 people were surveyed and the data were tested with structural equation modeling. In the study, the Technology Acceptance Model (TAM) was used to determine the factors affecting the use of metaverse technologies. According to the research findings, perceived ease of use positively affects perceived usefulness and attitude towards metaverse. In addition, perceived usefulness positively affects attitude towards metaverse, while attitude towards metaverse and social influence positively affect intention to use metaverse technologies. It is aimed that the research findings will expand the metaverse marketing literature and guide marketing practitioners.

Kaynakça

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Teknoloji Kabul Modeli Bağlamında Sosyal Etkinin Metaverse Teknolojilerini Kullanma Niyetine Etkisi

Yıl 2024, Cilt: 15 Sayı: 3, 641 - 661, 08.10.2024

Öz

Metaverse kavramı dijital dönüşüm ile ortaya çıkmış bir kavramdır. Metaverse’ün dijital ortamda iş modellerini temelden değiştireceği düşünülmektedir. Teknolojik gelişmelerin ivme kazanması ile iş yapış şekillerinin değişmesi, işletmelerin yıkıcı iş modellerini benimseyerek bu değişime uyum sağlamasını zorunlu kılmaktadır. Günümüzde rekabet avantajı sağlamak isteyen birçok işletme, metaverse dünyasına giriş yapmaktadır. İşletmelerin metaverse pazarını tanımaları ve meta dünyada tüketici isteklerini anlamaları rekabet avantajı sağlamaları açısından önem taşımaktadır. İşletmelerin marka bilinirliğini artırmak ve müşteri tabanlarını genişletmek için metaverse’ü stratejilerine dâhil etmeleri kaçınılmazdır. Pazarlama perspektifinden bakıldığında, tüketicilerin metaverse teknolojilerini kullanma niyetinin anlaşılması ve bu doğrultuda pazarlama stratejilerinin belirlenmesi işletmelere değerli içgörüler sağlayarak metaverse’e yönelik pazarlama stratejilerinin geliştirilmesine yardımcı olabilir. Bu çalışmanın amacı, Teknoloji Kabul Modeli (TKM) boyutlarının ve sosyal etkinin Türkiye’de yaşayan tüketicilerin metaverse teknolojilerini kullanma niyeti üzerindeki etkisini araştırmaktadır. Bu amaç doğrultusunda 201 kişi ile anket yapılmış ve veriler yapısal eşitlik modellemesi analiziyle test edilmiştir. Çalışmada, metaverse teknolojilerinin kullanımını etkileyen faktörleri belirlemek için Teknoloji Kabul Modeli (TKM) kullanılmıştır. Araştırma bulgularına göre algılanan kullanım kolaylığı, algılanan fayda ve metaverse’e yönelik davranışsal tutumu olumlu etkilemektedir. Ek olarak algılanan fayda, metaverse’e yönelik davranışsal tutumu olumlu etkilerken, metaverse’e yönelik davranışsal tutum ve sosyal etki metaverse teknolojilerini kullanma niyetini olumlu etkilemektedir. Araştırma bulgularının, metaverse pazarlaması literatürünü genişleterek pazarlama uygulayıcılarına yol göstermesi hedeflenmektedir.

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  • Rahman, K. R., Shitol, S. K., Islam, M. S., Iftekhar, K. T., ve Pranto, S. A. H. A. (2023). Use of Metaverse technology in education domain. Journal of Metaverse, 3(1), 79-86.
  • Ready Player Me. (2023). Ready player me - About Us. https://readyplayer.me/company/about-us
  • Sagnier, C., Loup-Escande, E., Lourdeaux, D., Thouvenin, I., ve 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
  • Schermelleh-Engel, K., Moosbrugger, H., ve Müller, H. (2003). Evaluating the fit of structural equation models: Tests of significance and descriptive goodness-of-fit measures. Methods of Psychological Research, 8(2), 23–74.
  • Senali, M. G., Iranmanesh, M., Ismail, F. N., Rahim, N. F. A., Khoshkam, M., ve Mirzaei, M. (2023). Determinants of intention to use e-wallet: Personal innovativeness and propensity to trust as moderators. International Journal of Human–Computer Interaction, 39(12), 2361–2373. https://doi.org/10.1080/10447318.2022.2076309
  • Seok, W. H. (2021). Analysis of metaverse business model and ecosystem. Electronics and Telecommunications Trends, 36(4), 81-91.
  • Shah, D., ve Murthi, B. P. S. (2021). Marketing in a data-driven digital world: Implications for the role and scope of marketing. Journal of Business Research, 125, 772–779.
  • Shen, B., Tan, W., Guo, J., Zhao, L., ve Qin, P. (2021). How to promote user purchase in metaverse? A systematic literature review on consumer behavior research and virtual commerce application design. Applied Sciences, 11(23), 11087.
  • Shuhaiber, A., ve Mashal, I. (2019). Understanding users’ acceptance of smart homes. Technology in Society, 58, 101110. https://doi.org/https://doi.org/10.1016/j.techsoc.2019.01.003 Stephenson, Neal (1992). Snow Crash (1993 Ciltsiz Ed.). New York: Bantam Books.
  • Toraman, Y. (2022). User acceptance of metaverse: Insights from technology acceptance model (TAM) and planned behavior theory (PBT). EMAJ: Emerging Markets Journal, 12(1), 67-75.
  • Toraman, Y., ve Geçit, B. B. (2023). User acceptance of metaverse: an analysis for e-commerce in the framework of technology acceptance model (TAM). Sosyoekonomi, 31(55), 85-104.
  • Tusyanah, T., Wahyudin, A., ve Khafid, M. (2021). Analyzing factors affecting the behavioral intention to use e-wallet with the UTAUT model with experience as moderating variable. Journal of Economic Education, 10(1), 113–123.
  • Venkatesh, V. (2000). Determinants of perceived ease of use: Integrating control, intrinsic motivation, and emotion into the technology acceptance model. Information systems research, 11(4), 342-365.
  • Venkatesh, V., Morris, M. G., Davis, G. B., ve Davis, F. D. (2003). User acceptance of information technology: Toward a unified view. MIS Quarterly, 27(3), 425–478. https://doi.org/10.2307/30036540
  • Venkatesh, V., Thong, J. Y. L., ve 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
  • Vodafone Türkiye. (2023). Metaverse mağaza | Vodafone. https://www.vodafone.com.tr/metaverse-magaza
  • Wang, Y., Su, Z., Zhang, N., Xing, R., Liu, D., Luan, T. H., ve Shen, X. (2022). A survey on metaverse: Fundamentals, security, and privacy. IEEE Communications Surveys & Tutorials. Wang, Q., Li, R., Wang, Q., ve Chen, S. (2021). Non-Fungible Token (NFT): Overview, evaluation, opportunities and challenges. https://arxiv.org/abs/2105.07447v3
  • Warshaw, P. R., ve Davis, F. D. (1985). Disentangling behavioral intention and behavioral expectation. Journal of Experimental Social Psychology, 21(3), 213–228. https://doi.org/https://doi.org/10.1016/0022-1031(85)90017-4
  • Weston, R., ve Gore Jr., P. A. (2006). A brief guide to structural equation modeling. The Counseling Psychologist, 34(5), 719–751. https://doi.org/10.1177/0011000006286345 Wu, D., Yang, Z., Zhang, P., Wang, R., Yang, B., ve Ma, X. (2023). Virtual-reality inter-promotion technology for Metaverse: A survey. IEEE Internet of Things Journal.
  • Yang, M., Mamun, A. A., Mohiuddin, M., Nawi, N. C., ve Zainol, N. R. (2021). Cashless transactions: A study on intention and adoption of e-Wallets. Sustainability, 13(2). https://doi.org/10.3390/su13020831
  • Yoo, K., Welden, R., Hewett, K. and Haenlein, M. (2023), “The merchants of meta: a research agenda to understand the future of retailing in the metaverse”, Journal of Retailing, 99, 173-192.
  • Yuan, Y., ve Yang, Y. (2022). Embracing the metaverse: Mechanism and logic of a new digital economy. Metaverse, 3(2), 15.
  • Usman, A., ve Okafor, S. (2019). Exploring the relationship between social media and social influence. İçinde G. Bowen ve W. Ozuem (Ed.), Leveraging Computer-Mediated Marketing Environments (ss. 83–103). IGI Global. https://doi.org/https://doi.org/10.4018/978-1-5225-7344-9.ch004
  • Zhang, T., Tao, D., Qu, X., Zhang, X., Zeng, J., Zhu, H., ve Zhu, H. (2020). Automated vehicle acceptance in China: Social influence and initial trust are key determinants. Transportation Research Part C: Emerging Technologies, 112, 220–233. https://doi.org/https://doi.org/10.1016/j.trc.2020.01.027
Toplam 111 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular Dijital Pazarlama, Tüketici Davranışı
Bölüm Makaleler
Yazarlar

Serkan Soyak 0000-0002-2472-8237

E. Başak Tavman 0000-0002-2544-9467

Yayımlanma Tarihi 8 Ekim 2024
Gönderilme Tarihi 28 Ağustos 2023
Yayımlandığı Sayı Yıl 2024 Cilt: 15 Sayı: 3

Kaynak Göster

APA Soyak, S., & Tavman, E. B. (2024). Teknoloji Kabul Modeli Bağlamında Sosyal Etkinin Metaverse Teknolojilerini Kullanma Niyetine Etkisi. Gümüşhane Üniversitesi Sosyal Bilimler Dergisi, 15(3), 641-661. https://doi.org/10.36362/gumus.1351190