바로가기메뉴

본문 바로가기 주메뉴 바로가기
 

logo

  • P-ISSN1738-3110
  • E-ISSN2093-7717
  • SCOPUS, ESCI

The Effects of User Experience-Based Design Innovativeness on User– Metaverse Platform Channel Relationships in South Korea

The Journal of Distribution Science / The Journal of Distribution Science, (P)1738-3110; (E)2093-7717
2021, v.19 no.11, pp.81-90
https://doi.org/10.15722/jds.19.11.202111.81
Joo-Eon Jeon (Anyang University)

Abstract

Purpose: The purpose of this research is that Metaverse platforms’ UXBDI can be distinguished among Metaverse platform channel types. Metaverse platform represents a collective term signifying services that include augmented reality, lifelogging, mirror worlds, and virtual worlds. User Experience-Based Design Innovativeness (UXBDI) is characterized by novelty in product design and services that satisfy user experience. This study examined the effect of Metaverse platforms’ UXBDI on user–Metaverse platform relationships. Research design, data and methodology: Metaverse platform users were selected as samples, and a marketing research institution known as a panel company conducted the survey. It used multiple regression to test the impact on platform identification and commitment based on a survey of 442 South Korean respondents. Results: The research confirmed that UXBDI sub-dimensional scales of attractiveness and interaction increased user–Metaverse platform identification and commitment. Also, a Metaverse platform identity increased user–Metaverse platform identification in virtual and mirror worlds. Conclusion: This study contributes to multiple academic fields. First, the UXBDI of Metaverse platforms appears to be a key component of ongoing user–Metaverse relationships. Second, UXBDI affects relationships differently based on the Metaverse platform type.

keywords
Metaverse, UX, Design Innovation, Distribution Technology, Identification, Commitment

Reference

1.

Adner, R., & Kapoor, R. (2010). Value creation in innovation ecosystems: How the structure of technological interdependence affects firm performance in new technology generations. Strategic Management Journal, 31(3), 306-333. doi:10.1002/smj.821

2.

Bloch, P. H., Brunel, F. F., & Arnold, T. J. (2003). Individual differences in the centrality of visual product aestheticsesthetics: Concept and measurement. Journal of Consumer Research, 29(4), 551-565. doi:10.1086/346250

3.

Choi, H. S., & Kim, S. H. (2017). A content service deployment plan for metaverse museum exhibitions—Centering on the combination of beacons and HMDs. International Journal of Information Management, 37(1), 1519-1527. doi:10.1016/j.ijinfomgt.2016.04.017

4.

Chu, S. C., & Choi, S. M. (2011). Electronic word-of-mouth in social networking sites: A cross-cultural study of the United States and China. Journal of Global Marketing, 24(3), 263-281. doi:10.1080/08911762.2011.592461

5.

Chung, N., & Han, H. (2017). The relationship among tourists’persuasion, attachment and behavioral changes in social media. Technological Forecasting and Social Change, 123(C), 370-380. doi:10.1016/j.techfore.2016.09.005

6.

Chung, N., Tyan, I., & Chung, H. C. (2017). Social support and commitment within social networking site in tourism experience. Sustainability, 9(11), 2102. doi:10.3390/su9112102

7.

Desmet, P. M. A., & Hekkert, P. (2007). Framework of product experience. International Journal of Design, 1(1), 57-66.

8.

Goutam, D., & Gopalakrishna, B. V. (2018). Customer loyalty development in online shopping: An integration of e-service quality model and commitment-trust theory. Management Science Letters, 8(11), 1149-1158. doi:10.5267/j.msl.2018.8.009

9.

Hassenzahl, M., & Tractinsky, N. (2006). User experience—A research agenda. Behaviour and Information Technology, 25(2), 91-97. doi:10.1080/01449290500330331

10.

Hendaoui, A., Limayem, M., & Thompson, C. W. (2008). 3D social virtual worlds: Research issues and challenges. IEEE Internet Computing, 12(1), 88-92. doi:10.1109/MIC.2008.1

11.

Hinderks, A., Schrepp, M., Mayo, F. J. D., Escalona, M. J., & Thomaschewski, J. (2019). Developing a UX KPI based on the user experience questionnaire. Computer Standards and Interfaces, 65(5), 38-44. doi:10.1016/j.csi.2019.01.007

12.

Jeon, J. E., & Kim, M. R. (2021). The scale development for conceptualizing of user experience based design innovativeness. Journal of Korea Service Management Society, 22(2), 55-85. doi:10.15706/jksms.2021.22.2.003

13.

Jeon, J. E., & Lee, E. M. (2020). The effect of sensory satiety on perceinced benefits: The case of aesthetic consumption in South Korea. Sustainability, 12(20), 8637. doi.org/10.3390/su12208637

14.

Kang, M., & Schuett, M. A. (2013). Determinants of sharing travel experiences in social media. Journal of Travel and Tourism Marketing, 30(1–2), 93-107. doi:10.1080/10548408.2013.751237

15.

Kim, S. K. (2020), Metaverse, Seoul, Korea: Plan B Design.

16.

Lee, S. G., Trimi, S., Byun, W. K., & Kang, M. (2011). Innovation and imitation effects in Metaverse platform adoption. Service Business, 5(2), 155-172. doi:10.1007/s11628-011-0108-8

17.

Malhotra, Y., & Galletta, D. (2005). A multidimensional commitment model of volitional systems adoption and usage behavior. Journal of Management Information Systems, 22(1), 117-151. doi:10.1080/07421222.2003.11045840

18.

Mugge, R., & Dahl, D. W. (2013). Seeking the ideal level of design newness: Consumer response to radical and incremental product design. Journal of Product Innovation Management, 30(1), 34-47. doi:10.1111/jpim.12062

19.

Papagiannidis, S., & Bourlakis, M. A. (2010). Staging the New Retail Drama: At a Metaverse near you! Journal of Virtual Worlds Research, 2(5), 425-446. doi:10.4101/jvwr.v2i5.808

20.

Papagiannidis, S., Bourlakis, M., & Li, F. (2008). Making real money in virtual worlds: MMORPGs and emerging business opportunities, challenges and ethical implications in metaverses. Technological Forecasting and Social Change, 75(5), 610-622. doi:10.1016/j.techfore.2007.04.007

21.

Rehm, S. V., Goel, L., & Crespi, M. (2015). The metaverse as mediator between technology, trends, and the digital transformation of society and business. Journal of Virtual Worlds Research, 8(2), 1-8. doi:10.4101/jvwr.v8i2.7149

22.

Shin, Y., Im, C., Oh, H., & Kim, J. (2017). Design for experience innovation: Understanding user experience in new product development. Behaviour and Information Technology, 36(12), 1218-1234. doi:10.1080/0144929X.2017.1368709

23.

Sigerson, L., & Cheng, C. (2018). Scales for measuring user engagement with social network sites: A systematic review of psychometric properties. Computers in Human Behavior, 83(C), 87-105. doi:10.1016/j.chb.2018.01.023.

24.

Veryzer, R. W. (1998). Key factors affecting customer evaluation of discontinuous new products. Journal of Product Innovation Management, 15(2), 136-150. doi:10.1111/1540-5885.1520136

25.

Wrigley, C., & Bucolo, S. (2011). Teaching design led innovation:The future of industrial design. Design Principles and Practices, 5(2), 231-240. doi:10.18848/1833-1874/CGP/v05i02/38037

The Journal of Distribution Science