1. Introduction
The emergence of virtual entertainment platforms has gained popularity as a new space for music events, particularly during the COVID-19 pandemic [
1,
2]. Virtual concerts are broadly defined in the academic literature and encompass various forms, such as livestream concerts [
3,
4,
5], holographic concerts [
6,
7,
8], and concerts requiring VR hardware [
9,
10]. For the purposes of this study, the virtual concert focus on a musical performance in which participants are projected into a digital virtual environment in the form of virtual avatars [
11,
12]. These virtual concerts are mostly game-based, such as those found in Fortnite, Roblox, Second Life, or Minecraft, or blockchain-based, such as Decentraland or The Sandbox, which were reported as the most popular virtual entertainment for adults, ahead of virtual sports and virtual shopping [
13].
Virtual digital technologies have transformed the concert audiences’ experience [
8,
14]. For instance, audiences have always had to rely on the physical environment, incurring transportation and time costs to attend concerts; however, virtual concert platforms now allow audiences to participate in concerts from anywhere using digital devices such as mobile phones and computers [
15]. Moreover, the integrate of virtual stages, avatars, video games, virtual social networks, and other virtual technologies such as virtual environments, music Internet of Things (IoMusT), and singer identification and field adaptation (MetaSID), which has been proved enhanced the audiences’ experience [
6,
16,
17]. Previous studies have discussed several factors that contribute to the audiences’ experience of virtual concerts, including the sense of connection, interactivity, immersion, and a feeling of "being there," all of which can affect audience satisfaction and attendance intentions [
12,
18,
19,
20], Hwang & Koo has highlighted the positive potential of virtual concerts to change the way the music industry works [
21], while Vandenberg pointed out negative factors of virtual concerts experience, for example, the central elements of the concert experience, large-scale interactive rituals (such as collective quiet or collective dance) cannot be translated into the virtual environment [
22,
23]. Currently, the factors influencing audiences’ experience and attitude of virtual concerts have not been fully explored. Thus, a method needs to developed to evaluate the audiences’ attitude in virtual concert and investigate the experiential factors that influence audiences’ attitude.
Despite a substantial body of research on audience experiences in virtual concerts, there have been relatively few studies assessing audiences’ attitude towards them. Previous research from the perspectives of gratification theory, attending motivation, and experience economy has suggested that audience satisfaction, attendance, and continuous immersion intention are influenced by personal identity needs, accessibility, and meaningful virtual experiences [
4,
6,
24]. However, these studies have largely focused on the substitutability of virtual concerts for in-person concerts. With the emergence of virtual concerts as a distinct option for audience, it is crucial to better understand audiences’ attitude towards this new form of virtual entertainment. While several studies have demonstrated the applicability of technology acceptance model TAM in evaluating participants' attitude or acceptance in the virtual entertainment field, such as combining TAM with flow experience in online games [
25,
26] or with SDT in gaming and online social networking [
27,
28], TAM has not yet been applied to virtual concerts. Additionally, there remains limited research on the factors that influence audience experience in virtual concerts from the perspective of the player experience (PX). As more and more virtual concerts are held on comprehensive virtual entertainment platforms that include games, representative game elements such as manipulative and digital avatars promote engagement as well as the feeling of proximity with the artist and other audience members [
29,
30]. Although the roles of “player” and “audience” have gradually merged in virtual concerts, they were quite different in previous studies [
31], and PX attributes are rarely included in the research on virtual concerts. Therefore, this study aims to address the aforementioned research gaps by evaluating audiences’ attitude towards virtual concerts and identifying what PX factors influence audiences' attitude in the context of virtual environment.
The purpose of this research is to evaluate the audiences’ attitude towards virtual concerts, by using a conceptual model that based on TAM and including PX factors as antecedents. The research process will involve developing hypotheses and conceptual model that links PX and TAM. Empirical analysis will then be conducted through surveys, with data on the audience's experiences being collected from a sample of 217 individuals who have previously attended virtual concerts. Path and factor analyses will be carried out using SPSS26.0 and AMOS18.0 to examine the structure of the relationships between the variables. Ultimately, the study will yield an extended TAM model that incorporates player experiences. The significance of this study lies in its potential to help virtual concert organizers better understand the preferences of their audience on a deeper level. Furthermore, it has opened up a new avenue for applying the concepts of TAM and PX within the realm of virtual concerts.
The remainder article is structured as follows.
Section 2 provides an overview of the literature on TAM and PX, allowing us to develop ten hypotheses to frame our research model.
Section 3 explains the research methodology, including the participants, data collection procedures, and statistical analysis methods.
Section 4 presents the results obtained from the data analysis.
Section 5 discusses the implications of these results and conclusion.
5. Discussions and Conclusion
This study aimed to investigate the audiences’ attitude towards virtual concerts by extending TAM with factors from PX, including AU, RL, and EG. Our key findings revealed that AU had the strongest positive impact on audiences’ attitude towards virtual concerts, primarily through the enhancement of PE. RL emerged as the most comprehensive factor affecting audiences' attitude. In this chapter, we have discussed our findings related to the TAM components and their impact on the audiences’ attitude towards virtual concerts. Furthermore, we have explored the antecedents that influenced audiences’ attitude. Theoretical and practical implications of our research have also been discussed. Finally, we have identified the limitations of our study and provided suggestions for future research in this area.
5.1. Results for TAM and its antecedents
5.1.1. The results shown that PU, PEOU and PE had a positive influence on audiences' attitude
Among the three components of TAM, PE was found to have the greatest influence on ATT. The participants in our study reported having a positive experience while attending the virtual concert. This finding is consistent with earlier studies indicating that PE is the strongest predictor of ATT in pleasure-oriented systems [
38,
39,
100]. Recent research has also suggested that PE can significantly improve ATT of virtual entertainment contexts [
101]. Our results also demonstrated that PU was the second strongest predictor of ATT towards virtual concerts. Participants in our study found virtual concerts to be useful in terms of watching the desired performance and enhancing their effectiveness in attending a concert. This finding is consistent with Choi's explanation that digital technology provides effective services and accurately conveys the contents of the performance in a non-contact environment [
102].
Furthermore, there was a positive relationship between PEOU and ATT, although the strength of the relationship was weaker than that of PE and PU. Previous studies have suggested that PEOU increases ATT by increasing PU, rather than directly affecting ATT [
103]. Overall, our study found that all three components of TAM were significant predictors of audiences’ attitude, consistent with numerous previous studies.
5.1.2. The results show that AU, RL and EG affect PU, PEOU, and PE in different degrees.
AU demonstrated the strongest positive impact on PE, followed by RL, and EG. Therefore, AU emerges as the most influential antecedent. The audience's experience of AU in the virtual concert was found to strongly influence their PE, which lead a significant positive impact on ATT. Participants reported engaging in behaviors they would not have in a real-life concert, and their choices in the virtual concert influenced the outcomes. This finding aligns with previous research on Self-Determination Theory and PX, suggesting that satisfying the need for AU can contribute to PE [
56,
104]. Moreover, when the audience experiences presence, immersion, flow, and curiosity, they are more likely to perceive the virtual concert as pleasant, which is consistent with Yang and Zhang's findings in the context of virtual environments. Their study reported that presence and flow positively influenced participant enjoyment [
105].
RL was found to be the strongest influencing antecedent for PU and PEOU and the second strongest influencing antecedent for PE. This suggests that when the audience feels Relatedness, they perceive the virtual concert as pleasant, easy to use, and useful simultaneously. These findings highlight the importance of RL as an antecedent, given its impact on the ATT in all aspects. The positive influence of RL on PU and PEOU is consistent with previous research on virtual entertainment experience [
28,
46]. However, our results contrast with the widely held assumption regarding the impact of RL on PE. Our study found that RL had a significant positive effect on PE, ranking even higher than EG. Other studies suggest that RL may have a negative impact on the audience's experience of non-contacted concerts, such as a lack of relatedness between performer and audience or being disturbed by virtual audiences surrounding them [
9,
22,
106].
In this study, the significant positive impact of RL on audience experience in virtual concerts can be explained from two perspectives. Firstly, previous studies have limited the definition of relatedness to a person feeling connected with others [
107]. In contrast, this study considers RL as a larger-scale connection, taking into account the role of digital avatars in the virtual environment. Participants reported feeling close to some of the characters in the virtual concert, which suggests that the addition of avatars expands the definition of RL and increases its positive impact on the virtual concert experience. This is supported by recent research by Park, who found that avatars can increase emotional attachment [
108]. Secondly, digital avatars and the virtual environment offer a unique way to get up close to artists and interact with other players. Participants reported feeling closer to the performers in the virtual concert, which enhances their sense of connection with the artists. This amplifies the positive impact of RL on the virtual concert experience, providing another explanation for the significant positive effect of RL on PU, PEOU, and PE.
5.2. Implications
The present study offers both theoretical and practical implications. From a theoretical standpoint, this research expands the empirical TAM literature by applying the model to the context of virtual concerts. This extends the research field and highlights the relevance of TAM components, including enjoyment, usefulness, and ease of use, which are consistent with previous studies on virtual entertainment environments. Furthermore, the integration of autonomy, relatedness, and engagement into the revised TAM improves the explanatory power of the model for virtual hedonic systems. This study also introduces a new perspective of player experience to evaluate audiences’ experience and attitude towards virtual concerts. The incorporation of player experience elements provides key factors that directly influence audience experiences and attitude, indicating the future development of virtual concerts. Our research framework reflects the concept that concert audiences in virtual platforms can be regarded as players, and the extension of the TAM to incorporate player experience elements offers a better understanding of audience attitude in the virtual environment. Despite the importance of player experience in various fields such as education, gaming, and consumer behavior, this study extends previous research by demonstrating that player experience elements positively influence audience attitude. Notably, our findings highlight the positive influence of two factors, Autonomy and Relatedness, which expand our understanding of audience experience in virtual environments and provide new research directions from a player's perspective when evaluating audiences’ attitude towards virtual concerts.
Form practical point of view, this study contributes to the virtual entertainment platforms a wider and deeper understanding of the needs of concert audiences in virtual environments, and provides practical insights for the improvement of virtual concert audience experience in the future. Since virtual entertainment platform is a complex system that connects to many different services, the improvement of virtual concert can also have a considerable influence on the overall services provided by virtual entertainment platform. First of all, we suggest that virtual concert platform adopt a player experience-centric approach when optimizing the audience experience. This involves a combination of autonomy, relatedness and engagement to enhance audience perceptions of enjoyment, usefulness and easy to use in virtual concerts. According to our research results, in order to improve the audience's virtual concert experience, the platform should give priority to improving the audiences’ perception of virtual concert enjoyment, by providing the audience with a stronger autonomy in the virtual concert environment. For example, more widely invite singers from different regions and languages to join the virtual platform for music performances to provide audiences with more choices of virtual concerts, and increase the operability of the digital avatar to provide the audience with more possibilities for free activities in the virtual world, etc.
In order to enhance the enjoyment of virtual concerts, the platform can provide a more immersive experience by enhancing audience-relatedness, avatar customization, and performer interaction. For instance, the platform can offer more options for avatar customization, including hairstyles, clothing, and facial features, as well as more extensive scene customization within the virtual environment. Additionally, the platform can increase audience intimacy with performers and other attendees through designing more interactive and communicative features for avatars. Our research has shown that relatedness significantly impacts the audiences’ concert experience. Therefore, implementing such measures not only enhances enjoyment, but also improves perceived usefulness and ease of use for virtual concerts. In terms of improving perceived usefulness, the platform can also improve audience engagement by enhancing the audio-visual quality of virtual concerts and creating a more immersive virtual environment with personalized customization features. This may include adding character storylines and optimizing the recommendation function based on big data to recommend virtual concerts that match the audience's preferences. By doing so, the platform can comprehensively improve the audience's engagement. Finally, to positively impact perceived ease of use, the platform should simplify its operational processes without sacrificing positive user experiences. This can be achieved by simplifying the functional interface, removing or modifying uncommon functions, and emphasizing frequently used functions such as recording, pausing, and returning functions during the performance. The platform should also facilitate simple operation throughout the entire concert, including audience registration, ticket ordering, and character and virtual environment control, without adding any unnecessary mental workload for the audience.
The findings of this study also have several policy implications. In recent years, numerous game platforms have increased their cooperation with the music industry to transform traditional music performances into new virtual entertainment experiences. As virtual concerts are closely related to game experiences, it is essential to consider applying the anti-addiction measures and supervision in the field of virtual concerts. Moreover, given the intimate connection between the virtual world and reality, the self-representation of the virtual character created by the user within the virtual environment can influence the user's real behavior. Ethical and privacy issues in virtual worlds also require the attention of policy makers. While the current virtual concert platform does not involve violence or theft, the mainstream 3D multiplayer games currently do involve such elements, and policy makers must determine whether the environment can be overridden or allowed the prohibited behaviors in reality in advance. To address this challenge, we first identified specific influencing factors that may cause problems. The influencing factors identified in this study from the perspective of player experience provide us with a good entry point. Therefore, it is necessary to consider these factors when formulating policies to regulate virtual concerts and games in the future.
5.3. Limitations and Future Research Directions
This study has several limitations that should be acknowledged. Firstly, the sample size and scope of the study are limited. The participants in this study were from China, and the virtual concerts they attended were predominantly Western pop music performers. The audience's preferences for singers and music styles may vary across different regions and cultures, which may affect their attitude towards virtual concerts. Therefore, future studies could include larger and more diverse samples from different regions and with a broader range of music styles to provide a more comprehensive understanding of audience experiences with virtual concerts.
Secondly, the survey period of this study was relatively short, with most participants attending one or fewer virtual concerts per year. Since audience experiences are dynamic and changeable, as more people attend virtual concerts or visit virtual entertainment platforms, their experiences may evolve over time. Therefore, future research could investigate the longitudinal experiences of audiences attending virtual concerts over a longer time span, which may provide more reliable and accurate results.
In addition, future research could explore other factors that affect audience attitude and enjoyment of virtual concerts. For example, researchers could investigate the role of social influence, such as peer recommendations and social norms, in shaping audiences’ attitude towards virtual concerts. Furthermore, studies could explore the impact of technological advancements, such as virtual reality and augmented reality, on audience experiences with virtual concerts. Lastly, studies could also examine the role of different types of interactions, such as social interactions and personalized recommendations, on audience experiences with virtual concerts.
5.4. Conclusion
As one of the few empirical studies that focuses on the audience attitude of virtual concerts, this research examines the issue from the perspective of player experience. The primary objective of this study is to explore and validate a measurement of the factors that influence audiences’ attitude towards virtual concerts. We first developed a measurement instrument that combines TAM with player experience elements, and then tested six influencing factors using a questionnaire. The research findings demonstrate that among the six factors that positively impact audiences' attitude towards virtual concert, PE has the greatest influence, followed by AU, which is the most significant positive correlate of PE, and RL provides a comprehensive positive impact.
These findings are useful for virtual entertainment platforms and policy makers. On the one hand, virtual entertainment platforms can use these influencing factors as guidelines to develop new virtual concerts or promote their existing virtual concerts. As these influencing factors were proposed and tested by a large audience, they can be used as practical guidelines for virtual concert design. On the other hand, these findings can provide some reference comments for policy makers when designing and planning virtual concerts. As the audiences’ attitude towards virtual concerts increasingly positive, future policies for virtual entertainment platforms will increasingly focus on audience experiences.