Abstract:
Abstract: Purpose/significance With the development of digital technology and the needs of real life, the metaverse is gradually emerging. When enterprises rush to enter this field, how to let ordinary users have an interest in understanding the metaverse and improve their acceptance of it is crucial. Method/process Therefore, from the perspective of gamification, this paper takes the metaverse activity launched by the Library of Central China Normal University as an opportunity to collect data of users participating in the activity by using Scene experiment method, and explores the influence mechanism of gamification users' acceptance of the metaverse based on the above data. Result/conclusion The results show that gamification can influence the acceptance of the meta-universe through the mediation of emotion. Gamification can have a direct or indirect effect on emotion. On the one hand, gamification can bring users a sense of immersion, which in turn will bring novel experiences, indirectly making users produce positive emotions. On the other hand, gamification directly affects the emotions of the user, and in this process, the sense of accomplishment plays a moderating role.