Aug 2026· Lentera Negeri· Vol 7, pp. 1238-1250· 0 citations· 29 references
TL;DR
Based on the results from 100 respondents, it was found that Experience, Technology Anxiety, Perceived Ease of Use, and Perceived Usefulness had an influence on the intention to use the Metaverse concept platform.
Abstract
The increasing trend related to discussions about metaverse technology that occurs indicates that there is high enthusiasm for the metaverse. There are various uses that can provide benefits, as games, entertainment media, virtual tourism, and also as a medium for more immersive marketing. In Indonesia itself, the reasons people are interested in trying the metaverse are the freedom to express themselves more widely, the existence of higher technology in communicating, the existence of new ways to open up wider market opportunities, and being able to improve the quality of education through more interactive learning. Previous research stated that the Augmented Reality (AR) feature had a significant influence on customer engagement and buying behavior. So the author will conduct research on factors that influence intentions to use a metaverse concept platform, namely Roblox using the Technology Acceptance Model theory. Based on the results from 100 respondents, it was found that Experience, Technology Anxiety, Perceived Ease of Use, and Perceived Usefulness had an influence on the intention to use the Metaverse concept platform.
Our study aims to explores the impact of Metaverse landscape on customer engagement (CE) and the mediating effect of avatar-based experience (ABE) on intention to use Metaverse (IUM). The study developed a conceptual model, measurement tools, questionnaires, and collected 377 valid responses from Indian users using sno...
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