Metaverse gaming: analyzing the impact of self-expression, achievement, social interaction, violence, and difficulty
Hyeon Jo,
Sun Park,
Jiwoo Jeong,
Juwon Yeon and
Jae Kwang Lee
Behaviour and Information Technology, 2025, vol. 44, issue 4, 749-763
Abstract:
In the burgeoning landscape of metaverse gaming, understanding player behaviour and preferences is crucial for both academic and practical applications. This study delves into the dynamic realm of metaverse gaming, exploring the influence of various factors on user satisfaction and continuance intention. The primary purpose was to examine the roles of self-expression, challenge and achievement, social interaction, violence catharsis, and game difficulty in shaping player experiences in the metaverse. Employing Partial Least Squares Structural Equation Modeling (PLS-SEM) as the analytical method, the study analysed responses from 171 metaverse game users. The findings revealed intriguing patterns: while self-expression significantly impacts continuance intention, it does not affect immediate satisfaction. Challenge and achievement enhance satisfaction but not continuance intention, emphasizing the complex relationship between these constructs. Social interaction emerged as a critical factor positively influencing both satisfaction and continuance intention. Contrary to popular belief, violence catharsis did not significantly affect either satisfaction or continuance intention. Additionally, increased game difficulty was found to negatively impact both satisfaction and continuance intention. Satisfaction was shown to drive continuance intention. These insights bear significant implications for game developers and marketers, highlighting the need for nuanced game design strategies that emphasize social interaction and balanced challenges.
Date: 2025
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Persistent link: https://EconPapers.repec.org/RePEc:taf:tbitxx:v:44:y:2025:i:4:p:749-763
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DOI: 10.1080/0144929X.2024.2341059
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