Journal of Education Humanities and Social Sciences,
Journal Year:
2024,
Volume and Issue:
43, P. 66 - 72
Published: Dec. 26, 2024
The
Walt
Disney
Company
has
explored
the
potential
of
metaverse
as
a
future
frontier
for
digital
experiences
and
storytelling.
With
advancements,
especially
in
immersive
technologies,
aimed
to
capitalize
on
its
vast
intellectual
property
(IP)
portfolio
creative
universe.
However,
despite
early
efforts,
including
collaborations
with
key
players
like
Epic
Games
Apple
Vision
Pro,
faced
challenges,
seen
dissolution
division
2023.
This
paper
explores
commercialization
opportunities
business
model
innovations
within
metaverse,
analyzing
Disney's
strategic
partnerships
distribution
network.
Through
SWOT
framework,
analysis
highlights
leveraging
character
library
while
also
addressing
threats
posed
by
emerging
competitors.
research
provides
insights
into
evolving
landscape,
offering
comprehensive
understanding
Disney’s
positioning
implications
growth
audience
engagement.
Asia Pacific Journal of Marketing and Logistics,
Journal Year:
2025,
Volume and Issue:
unknown
Published: March 10, 2025
Purpose
This
study
aims
to
model
the
purchase
intention
of
virtual
reality
hardware
using
cognition-affect-conation
(CAC)
model,
which
integrates
psychology
and
consumer
behavior
research
explain
how
individuals'
thoughts,
emotions
intentions
influence
their
behaviors.
Design/methodology/approach
Data
were
collected
from
individuals
aged
18
above
who
had
no
prior
experience
with
hardware.
A
total
330
valid
responses
obtained
residing
in
Malaysia
analyzed
partial
least
squares
(PLS)
approach.
Findings
The
validates
that
vividness,
perceived
ease
use,
usefulness,
enjoyment
utilitarian
value
have
a
positive
impact
on
attitude.
Vividness,
significant
relationship
satisfaction,
while
usefulness
values
negative
satisfaction.
Furthermore,
underscores
correlation
between
attitude
is
confirmed.
Lastly,
moderating
effect
individualism
satisfaction
towards
Practical
implications
findings
provide
valuable
guidance
for
designers
marketers,
offering
effective
strategies
enhance
brand
promotion,
user
retention
sales
through
skillful
integration
Originality/value
enhances
understanding
acceptance
regarding
by
incorporating
affective
aspects
into
cognitive
factors
including
as
factor.
It
addresses
an
important
gap
landscape
immersive
industry,
particularly
concerning
within
Malaysian
context.
Journal of Health Organization and Management,
Journal Year:
2025,
Volume and Issue:
unknown
Published: April 16, 2025
Purpose
This
study
utilizes
the
extended
technology
acceptance
model
(E-TAM)
to
explore
key
factors
influencing
behavioral
intention
of
Generation
X
(Gen
X)
users
in
Malaysia
adopt
mobile
health
applications
(MHAs).
Design/methodology/approach
A
total
252
responses
were
gathered
from
Malaysian
Gen
population
through
an
online
survey
using
a
non-probability
purposive
sampling
technique.
Data
analyzed
SmartPLS
software
validate
proposed
framework
and
provide
logical
foundation
for
achieving
study’s
objectives.
Findings
The
results
reveal
that
perceived
system
quality
(PSQ),
experience
(PXS),
ease
use
(PEOU),
playfulness
(PPF),
usefulness
(PU)
attitude
are
all
positively
associated
with
MHAs.
Originality/value
research
extends
TAM
by
introducing
novel
constructs
–
PSQ,
PXS
PPF
forming
E-TAM
analyze
MHA
adoption,
perspective
not
previously
explored
context.
From
practical
standpoint,
this
provides
actionable
insights
enhance
adoption
MHAs
among
Malaysia’s
pivotal
population.
findings
aim
guide
development
engaging
user-friendly
mHealth
improve
self-care
capabilities
increase
user
satisfaction.
Frontiers in Virtual Reality,
Journal Year:
2025,
Volume and Issue:
6
Published: May 15, 2025
As
virtual
reality
(VR)
games
are
data-heavy,
not
only
do
they
take
time
to
load,
but
wearing
a
VR
headset
while
waiting
can
also
cause
anxiety
and
agitation
in
players.
This
study
thus
focused
on
the
design
of
loading
interfaces,
which
is
an
underexplored
area
research.
We
investigated
how
different
levels
interaction
visual
stimulation
affect
users’
psychological
behavioral
responses.
Drawing
theories
perception
stimulus-organism-response
(SOR)
model,
we
designed
interfaces
for
integrated
with
physiological
data
collection
module.
Questionnaire
surveys
were
used
collect
from
58
participants
their
emotions,
perceptions,
cognitive
load
experience
interactive
non-interactive
interfaces.
The
results
showed
that
shortened
times,
increased
positive
emotions
decreased
negative
users
waited
game
load.
Additionally,
less
negatively
affected
by
stimulation,
whereas
improved
emotional
response.
These
findings
expand
application
SOR
theory
experiences
highlight
importance
interactivity
elements
optimizing
experience,
contributing
better
understanding
user
needs
environments.
Systems,
Journal Year:
2024,
Volume and Issue:
12(6), P. 217 - 217
Published: June 18, 2024
Virtual
try-on
services,
which
significantly
reduce
return
rates
and
enhance
user
shopping
experiences,
pose
a
crucial
question:
how
can
willingness
to
use
these
services
be
increased?
Additionally,
“Generation
Z”
consumers,
known
for
their
unique
traits
significant
consumption
potential,
have
been
relatively
understudied
in
this
context.
To
address
theoretical
gap,
study
employs
the
Stimulus–Organism–Response
(S-O-R)
theory
as
its
research
framework,
using
online
virtual
shoe
case
study.
Focusing
on
utilizes
literature
review,
research,
factor
analysis,
linear
regression
establish
experience
evaluation
scale
behavior
model.
The
identifies
positive
elements
such
convenience,
price
value,
visual
information
acquisition,
emotional
social
interaction.
negative
include
technical
limitations,
personalized
service
deficiencies,
uncertainty.
In
model,
all
influence
attitudes.
Notably,
only
directly
affect
users’
service,
except
interaction
among
elements,
positively
impacts
usage
intention.
This
also
reveals
that
consumers
novel
requirements
effectively
addresses
existing
gaps
provides
foundational
development
of
related
technologies.
Entertainment Computing,
Journal Year:
2024,
Volume and Issue:
52, P. 100756 - 100756
Published: July 1, 2024
The
use
of
participatory
design
(PD)
to
inform
the
games
and
learning
technology
seems
be
appropriate
for
marginalized
groups
people,
including
children
with
autism.
However,
specific
traits
autism
phenotype
can
create
a
barrier
in
facilitating
participation
autistic
during
PD
activities,
especially
when
their
verbal
abilities
are
limited.
Involving
parents
projects
help
address
challenges
related
communication
children.
We
have
facilitated
augmented
reality
(AR)
by
four
9
parents.
analyzed
qualitative
data
using
an
inductive
approach
affinity
diagrams
thematic
analysis.
present
insights
from
on
AR
how
it
incorporated
at
home
enhance
word
activities.
report
(1)
set
five
based
repetition,
classification
association;
(2)
novel
knowledge
about
strategies
(3)
tools
support
new
words.
conclude
our
study
discussing
relevance
involving
offering
implications.