How Do Personality Traits Affect Consumer Decision-Making in Metaverse?

dc.contributor.authorXi, Nannan
dc.contributor.authorLi, Chengyuan
dc.contributor.authorBampouni, Elpida
dc.contributor.authorHamari, Juho
dc.date.accessioned2023-12-26T18:37:10Z
dc.date.available2023-12-26T18:37:10Z
dc.date.issued2024-01-03
dc.identifier.doihttps://doi.org/10.24251/HICSS.2024.180
dc.identifier.isbn978-0-9981331-7-1
dc.identifier.other3a62fa93-1e13-4079-803b-73f59b67f13c
dc.identifier.urihttps://hdl.handle.net/10125/106557
dc.language.isoeng
dc.relation.ispartofProceedings of the 57th Hawaii International Conference on System Sciences
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 International
dc.rights.urihttps://creativecommons.org/licenses/by-nc-nd/4.0/
dc.subjectMixed Reality and Metaverse: Socio-Behavioral Applications
dc.subjectconsumption.
dc.subjectdecision satisfaction
dc.subjectmixed reality
dc.subjectpurchase decision
dc.subjectretailing
dc.titleHow Do Personality Traits Affect Consumer Decision-Making in Metaverse?
dc.typeConference Paper
dc.type.dcmiText
dcterms.abstractThere has been increased interest in new experiential dimensions generated in the new reality enabled by various extended reality (XR) technologies — The Metaverse. It is still unclear whether consumers’ decision-making processes and patterns remain the same as in the physical world. Individual factors such as personality traits may influence decision-making in the Metaverse as such factors are usually in line with technology acceptance, efficacy, and attitude. In order to understand how personality traits influence consumer decision-making in the Metaverse, this study conducts a between-subject experiment (N=162) related to a daily-life shopping task to investigate the interaction effects between five different personality traits and two XR technologies (AR - Augmented Reality and VR - Virtual Reality) on two goals (avoidance vs. approach) which driving decision-making. The results indicate that neither VR nor AR influence decision-making goals, while consumers with high neuroticism have higher choice confidence when making decisions in VR.
dcterms.extent10 pages
prism.startingpage1438

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