The technology acceptance model is a widely used model to investigate whether users will accept or refuse a new technology. The Metaverse is a 3D world based on virtual reality simulation to express real life. It can be considered the next generation of using the internet. In this paper, we are going to investigate variables that may affect users’ acceptance of Metaverse technology and the relationships between those variables by applying the extended technology acceptance model to investigate many factors (namely self-efficiency, social norm, perceived curiosity, perceived pleasure, and price). The goal of understanding these factors is to know how Metaverse developers might enhance this technology to meet users’ expectations and let the users interact with this technology better. To this end, a sample of 302 educated participants of different ages was chosen to answer an online Likert scale survey ranging from 1 (strongly disagree) to 5 (strongly agree). The study found that, first, self-efficiency, perceived curiosity, and perceived pleasure positively influence perceived ease of use. Secondly, social norms, perceived pleasure, and perceived ease of use positively influences perceived usefulness. Third, perceived ease of use and perceived usefulness positively influence attitude towards Metaverse technology use, which overall will influence behavioral intention. Fourth, the relationship between price and behavioral intention was significant and negative. Finally, the study found that participants with an age of less than 20 years were the most positively accepting of Metaverse technology.
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