The Metaverse Strategy of the Walt Disney Company DOI Creative Commons
Rui Jiang

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.

Language: Английский

Are you ready to be treated innovatively? The composite influence of service innovation in scenic hotels on customers’ post-stay revisit intention DOI
Shengmin Liu,

Yu Mei,

Pengfan Cheng

et al.

Current Psychology, Journal Year: 2025, Volume and Issue: unknown

Published: Feb. 25, 2025

Language: Английский

Citations

1

FinTech knowledge as drivers of higher education students’ FinTech entrepreneurial intentions: Insights from stimulus-organism-response theory DOI
Tran Van Trang, Pham Thi Thanh Hong, Thi Loan Le

et al.

The International Journal of Management Education, Journal Year: 2024, Volume and Issue: 22(3), P. 101027 - 101027

Published: July 17, 2024

Language: Английский

Citations

7

Achieving a Sustainable Future by Analyzing Electric Vehicle Adoption in Developing Nations through an Extended Technology Acceptance Model DOI Creative Commons
Razib Chandra Chanda, Ali Vafaei-Zadeh, Haniruzila Hanifah

et al.

Sustainable Futures, Journal Year: 2024, Volume and Issue: unknown, P. 100386 - 100386

Published: Nov. 1, 2024

Language: Английский

Citations

6

Assessing Cybersecurity Awareness Among Bank Employees: A Multi-Stage Analytical Approach Using PLS-SEM, ANN, and fsQCA in a Developing Country Context DOI
Razib Chandra Chanda, Ali Vafaei-Zadeh, Haniruzila Hanifah

et al.

Computers & Security, Journal Year: 2024, Volume and Issue: 149, P. 104208 - 104208

Published: Nov. 12, 2024

Language: Английский

Citations

4

Opening a career door!: The role of ChatGPT adoption in digital entrepreneurial opportunity recognition and exploitation DOI
Cong Doanh Duong, Phan Thanh Hoa, Bích Ngọc Nguyễn

et al.

International Journal of Information Management Data Insights, Journal Year: 2025, Volume and Issue: 5(1), P. 100326 - 100326

Published: Feb. 3, 2025

Language: Английский

Citations

0

Modeling purchase intention for virtual reality hardware: a cognition-affect-conation (CAC) approach DOI
Ali Vafaei-Zadeh, Davoud Nikbin,

Li Ling Thiew

et al.

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.

Language: Английский

Citations

0

To adopt or not to adopt mobile health applications? A study among Generation X mobile phone users in a developing country DOI
Subramaniam Tavintharan, Ali Vafaei-Zadeh, Haniruzila Hanifah

et al.

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.

Language: Английский

Citations

0

Effects of interactive loading interfaces for virtual reality game environments on time perception, cognitive load, and emotions DOI Creative Commons
Yi-Ting Huang,

Chih-Chieh Hsu,

Tzu‐Hsuan Wang

et al.

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.

Language: Английский

Citations

0

A Study on the Willingness of “Generation Z” Consumers to Use Online Virtual Try-On Shopping Services Based on the S-O-R Framework DOI Creative Commons
Zhicheng Wang, Qianling Jiang

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.

Language: Английский

Citations

3

Participatory design of augmented reality games for word learning in autistic children: the parental perspective DOI Creative Commons
Ibrahim El Shemy, Letizia Jaccheri, Michail N. Giannakos

et al.

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.

Language: Английский

Citations

3