Korean Society of Leisure, Recreation & Park
[ Article ]
Korean Journal of Leisure, Recreation & Park - Vol. 49, No. 3, pp.97-109
ISSN: 1598-0413 (Print)
Print publication date 30 Sep 2025
Received 31 Jul 2025 Revised 13 Aug 2025 Accepted 10 Sep 2025
DOI: https://doi.org/10.26446/kjlrp.2025.9.49.3.97

문화 여가 기반 메타버스 이용자의 소비자 혁신특성이 수용의도에 미치는 영향: TAM 모델을 중심으로

정유진1 ; 사혜지2
1연세대학교
2동국대학교
Effect of Consumer Innovativeness Characteristics for Cultural Leisure-Based Metaverse Users on Acceptance Intention: Focused on TAM model
Jeong, Yoo Jin1 ; Sa, Hye Ji2
1Yonsei University
2Dongguk University

Correspondence to: Sa, Hye Ji E-mail: hyeji40@dgu.ac.kr

Abstract

The purpose of this study was to investigate users’ acceptance of leisure-based metaverse contents by applying the Technology Acceptance Model (TAM), and to provide strategic implications for enhancing user experience and expanding the practical use of metaverse-based leisure activities. The model was extended to include multidimensional consumer innovativeness—functional, hedonic, social, and cognitive factors—as external variables influencing perceived usefulness and perceived ease of use. A total of 243 valid responses were collected through convenience sampling from participants who had experienced metaverse content as a leisure activity. The data were analyzed using SPSS and AMOS. The results are as follows. First, functional innovativeness had a significant effect on both perceived usefulness and perceived ease of use. Second, hedonic innovativeness did not have a significant effect on perceived usefulness, but had a significant effect on perceived ease of use. Third, social innovativeness had a significant effect on perceived usefulness, but did not significantly affect perceived ease of use. Fourth, cognitive innovativeness had a significant effect on perceived ease of use, but not on perceived usefulness. Fifth, perceived ease of use had a significant positive influence on perceived usefulness. Finally, both perceived usefulness and perceived ease of use had significant effects on acceptance intentions. These findings offer practical insights into the differentiated roles of consumer innovativeness dimensions in shaping perceptions of metaverse technology and provide a foundation for strategic user-centered design in the leisure-based metaverse domain.

Keywords:

Leisure-Based Metaverse, consumer innovativeness characteristics, TAM(technology acceptance model), perceived ease of use, perceived usefulness, acceptance intention

키워드:

문화 여가 기반 메타버스, 소비자 혁신특성, 수용의도, 기술수용모델

Acknowledgments

이 논문은 2022년 대한민국 교육부와 한국연구재단의 지원을 받아 수행된 연구임(NRF-2022S1A5B5A17049896)

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