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What enhances or worsens the user-generated metaverse experience? An application of BERTopic to Roblox user eWOM

Yun Kyung Oh (Department of Business Administration, Dongduk Women's University, Seoul, South Korea)
Jisu Yi (College of Business, Gachon University, Seongnam, South Korea)
Jongdae Kim (College of Business Administration, Chonnam National University, Gwangju, South Korea)

Internet Research

ISSN: 1066-2243

Article publication date: 19 December 2023

Issue publication date: 30 September 2024

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Abstract

Purpose

Given its growing economic potential and social impact, this study aims to understand the motivations and concerns regarding metaverse usage. It identifies user needs and risks around the metaverse grounded on uses and gratifications theory and perceived risk theory.

Design/methodology/approach

The authors analyzed user reviews and rating data from Roblox, a representative modern metaverse platform. They applied BERTopic modeling to extract topics from reviews, identifying key motivations and risk aspects related to metaverse usage. They further constructed an explanatory model to assess how those affect user satisfaction and changes in these effects over time.

Findings

This study discovered that gratifications like entertainment, escapism, social interaction and avatar-based self-expression significantly influence user satisfaction in the metaverse. It also highlighted that users find satisfaction in self-expression and self-actualization through creating virtual spaces, items and video content. However, factors such as identity theft, fraud and child safety were identified as potential detriments to satisfaction. These influences fluctuated over time, indicating the dynamic nature of user needs and risk perceptions.

Research limitations/implications

The novelty of this study lies in its dual application of the uses and gratifications theory and perceived risk theory to the metaverse. It provides a novel perspective on user motivations and concerns, shedding light on the distinct elements driving user satisfaction within the metaverse. This study unravels the metaverse’s unique capacity to assimilate features from established digital media while offering a distinctive user-generated experience. This research offers valuable insights for academics and practitioners in digital media and marketing.

Originality/value

This research pioneers the application of both uses and gratifications and perceived risk theories to understand factors influencing metaverse satisfaction. By establishing a comprehensive framework, it explores the metaverse’s unique value as a user-content creation platform, while encompassing existing digital platform characteristics. This study enriches the academic literature on the metaverse and offers invaluable insights for both metaverse platforms and brand marketers.

Keywords

Acknowledgements

Funding: This study was supported by the Dongduk Women’s University grant (2021-05653).

Citation

Oh, Y.K., Yi, J. and Kim, J. (2024), "What enhances or worsens the user-generated metaverse experience? An application of BERTopic to Roblox user eWOM", Internet Research, Vol. 34 No. 5, pp. 1800-1817. https://doi.org/10.1108/INTR-03-2022-0178

Publisher

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Emerald Publishing Limited

Copyright © 2023, Emerald Publishing Limited

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