Compensatory Consumption in the Metaverse
Description
This dataset contains the variables and constructs related to Technostress, Flow Disruption and Virtual Identity Dissonance, Compensatory Consumption, Digital Identity Salience and Self-control. This study investigates how technostress and flow disruption affect compensatory consumption behavior in a metaverse environment. It focuses on the mediating role of virtual identity dissonance and the moderating roles of self-control and digital identity salience, using a quasi-experimental design with a single group and survey-based data collection. In this research, we investigate compensatory consumption and the relationship between technostress and compensatory consumption through flow disruption in the context of metaverse technology users. Metaverse platforms have restricted reach in India, and hence students were the sample from a specific context of Business School, Bengaluru, with higher digital adoption. The recruits are from various parts of the country and various experiences making the sample broader. As India is different levels of digital development, tech adoption, among younger educated consumers in India shows similar patterns. Participants were purposefully sampled to include a diverse array of individuals who owned experience-oriented metaverse platforms so that their views on technostress, flow disruption, and compensatory consumption would be relevant. An ad on the intranet of the business school soliciting participants for a research experiment was sent. Participants were eligible if they had experience using a virtual environment platform within the past 12 months and a general understanding of the metaverse. All experiments were performed in a specific cabin for this purpose, substantially after the third day from the circular. Over a course of 120 days, an average of 4 students attended each day with assistance from colleagues. Participants engaged experimental tasks for 30 minutes and clouding up questionnaire for 30 minutes, in total, each participant spent approximately 60 minutes on the whole environment. In total 450 usable responses were received. Technostress was assessed with a with twenty-three items. Measure of flow disruption was using 4 items. We measured compensatory consumption using 18 items scale. Virtual identity dissonance was assessed using a modified 10-item scale. Digital identity salience was assessed using a 6-item scale. Self-control was measured using the 13-item Brief Self-Control Scale (BSCS). The present data provides metaverse developers and marketers with information that is related to role of technostress and flow and the virtual identity dissonance to improve user engagement and reduce impulsive consumption.
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Steps to reproduce
Metaverse platforms have restricted reach in India, and hence students were the sample from a specific context of Business School, Bengaluru, with higher digital adoption. The recruits are from various parts of the country and various experiences making the sample broader. As India is different levels of digital development, tech adoption, among younger educated consumers in India shows similar patterns. Participants were purposefully sampled to include a diverse array of individuals who owned experience-oriented metaverse platforms so that their views on technostress, flow disruption, and compensatory consumption would be relevant. Participants completed a 30-minute pre-assigned task inside Decentraland, a decentralized virtual reality platform for exploration, socializing, and virtual shopping. The experiment operated with a system beneath recommended specs to test technostress: Intel i5 7th gen CPU, Nvidia RTX 20 Series GPU, 8 GB VRAM, and 16 GB of RAM, with a Pico 4 128GB VR headset. This configuration was deliberately selected to represent lower-end conditions because higher-end systems might dull technostress effects. Participants first created avatars of themselves, then navigated through a shopping mall to replicate the experience of online shopping (they did not actually buy anything). Finally, they wrapped up with a virtual event engaging with avatars of other attendees to gain insights on social dynamics in the metaverse. An ad on the intranet of the business school soliciting participants for a research experiment was sent. Participants were eligible if they had experience using a virtual environment platform within the past 12 months and a general understanding of the metaverse. All experiments were performed in a specific cabin for this purpose, substantially after the third day from the circular. Over a course of 120 days, an average of 4 students attended each day with assistance from colleagues. Participants engaged experimental tasks for 30 minutes and clouding up questionnaire for 30 minutes, in total, each participant spent approximately 60 minutes on the whole environment. In total 450 usable responses were received.
Institutions
- Alliance University - City Campus