Loading…

Gamification in the Metaverse: Affordance, perceived value, flow state, and engagement

This study aims to empirically validate a theoretical model for the engagement of the performance Metaverse platform with other rapidly developing Metaverse platforms around the world. It innovatively examines the relationship between gamification affordance, perceived value, and flow state in the c...

Full description

Saved in:
Bibliographic Details
Published in:The international journal of tourism research 2024-03, Vol.26 (2), p.n/a
Main Authors: Cha, Seong‐Soo, Kim, Choo Yeon, Tang, Ying
Format: Article
Language:English
Subjects:
Citations: Items that this one cites
Online Access:Get full text
Tags: Add Tag
No Tags, Be the first to tag this record!
Description
Summary:This study aims to empirically validate a theoretical model for the engagement of the performance Metaverse platform with other rapidly developing Metaverse platforms around the world. It innovatively examines the relationship between gamification affordance, perceived value, and flow state in the context of the Metaverse concert platform and the relationship that improves engagement in the tourism and entertainment industries. The proposed model incorporates five stages: gamification, affordance, perceived value, flow state, and engagement. A total of 671 usable questionnaires were obtained, and the results were analysed using confirmatory factor analysis, discriminant validity analysis, and path analysis. Social gain and enjoyment have a positive effect on the personal flow state and are influenced by identity affordance, competition affordance, and self‐expression affordance. Furthermore, the flow state increases engagement. However, the relationship between perceived value (effectiveness, social gain, and enjoyment) and flow state differ according to gender.
ISSN:1099-2340
1522-1970
DOI:10.1002/jtr.2635