미디어경영학회
, 정보사회학회
, 사이버커뮤니케이션학회
2023-05-12
연구책임자 | 전임연구원 | 선임연구원 | 연구원 |
---|---|---|---|
이창준 교수 | 최윤슬 연구교수 | 이승경 박사과정 | 박영주 석사과정 |
Definition
A virtual coexistence world that combines online virtual space and reality
A compound word of meta
meaning transcendence and universe
meaning universe
A collective virtual world of coexistence in which virtual space
and physical space
are combined (virtual shared space)
the metaverse is a combination of virtual worlds, augmented reality, and the internet. The common devices that let you access this virtual space include augmented reality (AR) glasses and virtual reality (VR) headsets.
Unlike existing SNS, the metaverse environment has a difference in that
social exchanges
and
cultural and economic activities
are possible.
In addition, users can exist in various forms:
From what you can see in MV (Apspearance, Clothing Style, Brand)
Even to the invisible things (Personality, Characteristics)
Multi-persona
refers to the concept of an individual assuming multiple roles, identities, or personas, often to adapt to different contexts or environments, or to fulfill various needs or expectations.
Contexts:
Multi-persona
refers to the concept of an individual assuming multiple roles, identities, or personas, often to adapt to different contexts or environments, or to fulfill various needs or expectations.
Reasons for adopting multi-persona:
Multi-persona
refers to the concept of an individual assuming multiple roles, identities, or personas, often to adapt to different contexts or environments, or to fulfill various needs or expectations.
Benefits:
Here, Multi-persona is the degree to which an avatar is created differently from the actual person (Appearance, Brand, Style, Personality). (Lee et al., Under Review)
People tend to identify more with avatars that physically resemble them, which increases their sense of presence and involvement in the virtual team task (Bailenson, Blascovich, and Guadagno 2008).
“Member-avatar similarity” can lead to higher team performance by increasing team members’ involvement in the task Witmer and Singer (1998).
A process of self-identification
is central here: Stronger identification with avatars increases the feeling of being present in the group and involved in the group task (Bailenson, Blascovich, and Guadagno 2008).
Does a stronger self-identification with one’s avatar (Avatar similarity) lead to better immersion, as it does in group tasks?
Or is better immersion achieved through a stronger tendency towards multi-personas (avatar dis-similarity)?
Explored the factors of boosting users’ Multi-persona tendency
However, still unknown mechanisms remain (i.e. Multi-persona → Attitude, Flow, ITU)
How do multi-persona tendencies affect the way enjoying metaverse?
What is the relationship between Multi-persona tendency and Attitude to Metaverse?
What is the relationship between Multi-persona tendency and Immersion?
What is the relationship between Multi-persona tendency and Intention to use?
Sample #: 528
Questionnaires
Avatar customizing
Attitude to MV, Immersion,
Intention to Use
Socio-deomographic factors
Appearance
Appearance
Brand
Brand
Style
Style
Characteristics
Characteristics
Corr btw Multi-persona
Real
vs. Meta(Anonymous)
Apprearance
vs. Style
Appr diff < Median(Appr diff) | Appr diff > Median(Appr diff) | |
---|---|---|
Style → (-) to ‘casual’ | A | B |
Style → (+) to ‘formal’ | C | D |
Apprearance
vs. Brand/Characters
Appr diff < Median(Appr diff) | Appr diff > Median(Appr diff) | |
---|---|---|
Brand/Chars → (-) to ‘plain’ | E | F |
Brand/Chars → (+) to ‘lux’ | G | H |
Immersion, Attitude, Intention to Continuous Use
Apprearance
vs. Style
Apprearance
vs. Brand/Characters
Appearance vs. Style → Flow
: No statistical sig. difference among groups
Appearance vs. Style → Attitude
: No statistical sig. difference among groups
Appearance vs. Style → Intention to Use
: No statistical sig. difference among groups
Appearance vs. Brd/Chr → Flow
: No statistical sig. difference among groups
Appearance vs. Brd/Chr → Attitude
: No statistical sig. difference among groups
Appearance vs. Brd/Chr → Intention to Use
: No statistical sig. difference among groups
Experimental settings:
(1) Real vs. Meta(Anonymous)
(2) Real vs. Meta(Real-name based)
(3) Meta(Real-name based) vs. Meta(Anonymous)
\[ Y_i = \beta_1 \Delta Appr_i + \beta_2 \Delta Style_i + \beta_3 \Delta Brand_i + \beta_4 \Delta Chars_i + \alpha + \epsilon_i \]
\[ \Delta X_i = X_{i, j=k}-X_{i, j \neq k} \]
\(Y_i\) = {Attitude to Metaverse, Flow, Intention to Continuous Use}
where \(i\) and \(j\) represent individual and experiment setting, respectively
\(j = {\{Real, Meta(real), Meta(anony)\}}\)
Exp(1) Real vs. Meta(Anonymous)
The more differently a user creates their avatar’s Appearance,
the greater the probability of a positive attitude towards the metaverse (0.139, P<.01),
as well as the likelihood of continued usage (0.084, P<.1).
\(\Delta Style_i > 0\) means that user \(i\) creates their avatar’s style towards ‘Casual’ (from ‘Formal’)
The more a user creates their avatar’s style to be casual (compared to formal)
Exp(2) Real vs. Meta(Real-name based)
The more differently a user creates their avatar’s Appearance,
the greater the probability of a positive attitude towards the metaverse (0.177, P<.001),
as well as the likelihood of immersion into the metaverse (0.100, P<.05) and continued usage (0.150, P<.1).
\(\Delta Brand_i > 0\) means that user \(i\) creates their avatar’s brand towards ‘no-brand’ (from ‘luxurious’)
The more a user creates their avatar’s brand to be no-brand (compared to luxurious)
Exp(3) Meta(Real) vs. Meta(Anony)
The more differently a user creates their avatar’s Appearance,
The more a user creates their avatar’s style to be casual (compared to formal)
\(\Delta Chars_i > 0\) means that user \(i\) creates their avatar’s characters towards ‘Sober’ (from ‘Multi-dimensional’)
The more a user creates their avatar’s characters to be plain/sober (compared to multi-dimensional)
Do users’ multi-persona tendencies differ between metaverses based on anonymity and real name?
between Real vs. Meta (Real-name based)
between Real vs. Meta (Anonymous)
between Meta (Real-name based) vs. Meta (Anonymous)
Answer: Indeed!
Multi-persona in avatar appearance
is associated with a positive Attitude (+) towards the metaverse and increased likelihood of Continued usage (+), regardless of the type of metaverse (Exp 1, 2, and 3).
Multi-persona in avatar style
: A more Casual style is associated with a lower likelihood of Continued usage (-) in anonymous metaverses (Exp 1. Real vs. Meta_a).
Multi-persona in avatar brand
: No-brand is more associated with a high Immersion (+) in both real-name based and anonymous metaverse (Exp 2. Real vs. Meta_r, and Exp 3. Meta_r vs. Meta_a).
Multi-persona in avatar characteristics
: Multi-dimensional avatar character is associated with a positive Attitude (+) and high Immersion (+) (Exp 2 and 3).
The tendency to create multi-personal avatars is shown to have an impact on attitudes, immersion, and intention to continue using the meta-verse platform!
Explore more..
e.g.) Multi-perosonal tendency clustering
Explore any difference in metaverse usage among clusters
You can find this presentation here