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Computers in Human Behavior 141 (2023) 107642

Contents lists available at ScienceDirect

Computers in Human Behavior


journal homepage: www.elsevier.com/locate/comphumbeh

Migration to the metaverse and its predictors: Attachment to virtual places


and metaverse-related threat
Tomasz Oleksy *, Anna Wnuk, Małgorzata Piskorska
Faculty of Psychology, University of Warsaw, Ul. Stawki 5/7, 00-183, Warsaw, Poland

A R T I C L E I N F O A B S T R A C T

Handling Editor: Catalina L Toma The most ambitious visions of metaverse technology promise to create virtual places that offer the same possi­
bilities as the real world. However, as any novel technology, the metaverse raises controversies and questions.
Does one want to migrate to the metaverse? Does one’s willingness to move to virtual worlds depend on the
bonds with existing virtual places and the sense of threat related to this technology? To address these questions,
we drew on the theories of place attachment and intergroup threat. In two studies – (1) among users of open-
world games (N = 366) and (2) using a sample representative of the Polish population in terms of age,
gender and size of the residential place (N = 995) – we observed a low level of willingness to migrate to the
metaverse. The participants displayed a high level of perceived metaverse-related threat, ranging from privacy
concerns to the belief that metaverse can deprive one of access to essential human experiences. However, greater
attachment to virtual, as opposed to real, places was associated with both an increased willingness to migrate to
the metaverse and a low level of perceived threat. The results provide a better understanding of individuals’
perception of the metaverse and of how the bonds with virtual and real places translate into attitudes towards
metaverse technology.

1. Introduction virtual and augmented reality technologies that can either transfer users
to a virtual location or integrate virtual elements into the real world.
In recent years, virtual places have played an increasingly important Another key feature of the metaverse is an increased presence (in
role in human life (Barreda-Ángeles & Hartmann, 2022). Even before the comparison to, e.g. traditional games), i.e. experiencing a sense of direct
COVID-19 pandemic broke out, people were spending increasingly more interaction with a virtual world(s) (Oh et al., 2022). Hence, impressions
time in virtual worlds (Rzeszewski & Evans, 2020; Coulson, Oskis, gained from virtual worlds could become more similar to real-world
Spencer, & Gould, 2020). The metaverse is one of the technologies of the experiences.
future that is generating particular interest in the context of the potential The concept of the metaverse has been around for three decades – the
exodus of people from real places to digital ones (see e.g. Coulson, Oskis, term dates back to the science fiction novel Snow Crash written by Neal
Spencer, & Gould, 2020). It is conceptualised as a new type of extended Stephenson in 1992 – and some of the elements of the future virtual
reality (XR) service that offers users a spatial and immersive experience universe are already being widely used. For example, Second Life has
using advanced technology (Hollensen et al., 2022; Shin, 2022). It al­ allowed its users to create avatars to meet other players, buy and sell
lows users to create and edit virtual content, providing a virtual shared virtual real estate and do business (Boellstorff, 2015). These possibilities
space that blends the physical and digital worlds (Gartner, 2022). are being further enhanced by contemporary virtual chats, such as
Referred to as the ‘new internet’, the metaverse is designed to become a VRChat (Barreda-Ángeles & Hartmann, 2022), or sites, such as Decen­
virtual universe where people can have fun, socialise or even work traland and Sandbox (Goanta, 2020; Jeon et al., 2022). Moreover, the
(Bojic, 2022; Oh et al., 2022). The feature that distinguishes the meta­ past several years have been marked by a boom of augmented-reality
verse from its predecessor, the internet, the most is its capacity to be games, such as Pokemon-Go, which enable smartphone gamers to
explored in a manner analogous to how we interact with real places, explore the real world in search of virtual elements, and at the same
which is to be achieved primarily through further development of both time, the quality and availability of virtual reality (VR) systems have

* Corresponding author.
E-mail addresses: tomasz.oleksy@psych.uw.edu.pl (T. Oleksy), anna.wnuk@psych.uw.edu.pl (A. Wnuk), mmpiskorska@student.uw.edu.pl (M. Piskorska).

https://doi.org/10.1016/j.chb.2022.107642
Received 28 October 2022; Received in revised form 22 December 2022; Accepted 27 December 2022
Available online 28 December 2022
0747-5632/© 2023 The Authors. Published by Elsevier Ltd. This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-
nc-nd/4.0/).
T. Oleksy et al. Computers in Human Behavior 141 (2023) 107642

increased significantly, which affects their progressive adoption (Bar­ (Plunkett, 2011; see also Tuan, 1974). However, the diminishing
reda-Ángeles & Hartmann, 2022). However, despite the remarkable boundary between virtual and real places raises questions about the
technological advancement, the public was introduced to the metaverse latter’s possible de-meaning and its consequences. For example, Gifford
more recently, when major technology companies announced that they (2014) argues that human failure to rationally divide time between
were beginning to work on creating their own versions of this technol­ physical and virtual worlds can lead to decreased interest in real, local
ogy, ranging from the enhancement of the current virtual worlds (e.g. concerns. Similarly, Lewicka (2020) considers whether current social
Epic’s Fortnite and the Roblox ecosystem; Oh et al., 2022) to a more processes, including the virtualisation of everyday life, may involve
general and somewhat vague vision of the ‘next evolution of social undermining human relationships with the places they inhabit (see also
connection’ (Zuckerberg, 2021). Seamon, 2020). This problem was further emphasised during the
Although we still do not know what the most advanced imple­ COVID-19 pandemic, when lockdowns and subsequent fear forced
mentations of the metaverse concept can look like, this technology can people to move many of their activities to virtual spaces (Barre­
have the potential to significantly impact human interaction with the da-Ángeles & Hartmann, 2022). Thus, digital worlds served and
world. There is a lack of research on the predictors of the willingness to continue serving as a functional alternative to temporarily unavailable
test this technology and the public concerns raised by it. Thus, we intend options, steadily gaining popularity and new user bases (Paul, Mohanty,
to fill this gap by focusing on users’ willingness to transfer a substantial & Sengupta, 2022). More individuals were able to test the possibilities
amount of their daily activities to virtual worlds and its predictors. We offered by virtual worlds: for example, enacting different characters,
hypothesise that greater acceptance of the development of the meta­ exploring exciting places, shaping the space according to individual
verse and willingness to use it is related to prior positive experiences of needs or simply enjoying safety from the pandemic and detachment
virtual places, primarily attachment to the currently used virtual places from other everyday concerns (Paul et al., 2022). As a result, the rise of
and the feeling that they can satisfy our needs more than real-world virtual worlds’ popularity during the COVID-19 pandemic forced human
locations. Moreover, we expect that, as in the case of any new and relationships with real places to weaken (Devine-Wright & Howes,
evolving technology, the development of the metaverse will raise a 2010). Stay-at-home directives, social distancing and the feeling of
number of concerns and questions. Building on the intergroup threat coronavirus-related threats confined millions of people to their homes
theory (Stephan & Stephan, 2017), we intend to examine whether the and displaced them from everyday locations that have meaning and
willingness to migrate to metaverse worlds is associated with two gen­ serve to fulfil their material and psychological needs (e.g. Bick et al.,
eral types of threat: 1) realistic threat (e.g., fear of the loss of privacy, 2020; Honey-Rosés et al., 2021). This alienation from places contributed
increased power of technology companies, loneliness of users or neglect to changes in the emotional connections that people have with their
of real places) and 2) symbolic threat (fears of how the technology can environments and had important consequences for their well-being
affect human nature and the bonds connecting humans to the real (Cowden et al., 2021, pp. 71–80).
world). Considering the various existing definitions of the metaverse, What, then, can induce individuals to leave real places in favour of
this research will focus on users’ relationship to migration to the met­ virtual worlds, such as the metaverse, to an even greater extent?
averse, understood as a three-dimensional, virtual world in which users Although migration to a virtual world is not equal to physical migration,
can undertake most of the activities available in the real world through it could be compared to fluid migrations because the costs of moving to
avatars. this world are minimal and easily reversible (e.g. Coulson et al., 2020).
Such migrations imply a temporary nature, frequent relocation and low
2. Virtual worlds as equivalent of real locations transfer costs and largely replace the traditional one-way migration
pattern (Salamońska & Czeranowska, 2021). Virtual migrations meet
Places are natural conditions of human existence; however, the these criteria, radically decreasing the costs of mobility and reducing the
definition of a place remains an area of dispute among geographers, time spent with the place of origin (in this case, the real-world place of
environmental psychologists and philosophers (Lewicka et al., 2019). living). We argue that in the context of the metaverse, the term
The classic definitions of a place assume that it is a bounded entity with a ‘migration’ can be even more appropriate than in the case of current
unique identity and historical continuity, offering a haven and a break virtual places, as the metaverse, or at least some of its versions, is
from the outside world (Relph, 1976). Other definitions stress that a intended to provide an alternative place for living. This perception of
place should instead be defined as a location with interactive potential, a metaverse is reflected in the media discourse, where terms, such as
meeting space rather than a separated enclave (Di Masso, 2012; Massey, ‘migrating’ to or ‘living’ in the metaverse, are often used
2004; Seamon, 2013). However, most researchers agree that a place, as non-metaphorically (e.g. Ghlionn & Hamilton, 2022; Oh et al., 2022;
opposed to a space, possesses a specific meaning for its inhabitants or Regan, 2022; Szaniawska-Schiavo, 2022).
visitors. Thus, a place is not a random location passed by but an object In our study, we hypothesise that perceived strong ties to existing
which people are connected to through their various life experiences. virtual places, as well as weaker ties to real places, are associated with
The emergence of virtual worlds has raised an important question for greater willingness to migrate to the metaverse. To investigate this
place theorists: What is the role of physicality in defining meaningful phenomenon, we draw on previous research on one of the key factors
locations? Traditionally, places have been conceptualised by their describing human relationships with places, which is place attachment.
tangibility and physical basis (Lewicka, 2011; Relph, 1976). However,
current digital worlds can also provide a comfortable space for human 3. Place attachment and migration to the metaverse
dwelling (e.g. Rzeszewski & Evans, 2020). Currently, virtual environ­
ments can be comfortably accessed via one’s home on personal com­ Place attachment is broadly defined as an emotional, cognitive and
puters or smartphones, presenting an alternative world that can be behavioural bond that individuals develop with places (Lewicka, 2011).
perceived by the users as very real and changing the traditional ways of This bond can stem from various meanings, including individual expe­
recreation, travel, social interactions and work (Plunkett, 2011). rience, the length of residence and the historical or cultural significance
Therefore, physicality ceases to be a critical aspect that defines a place. of a place (Hernández et al., 2020; Lewicka, 2011). Place attachment has
Existing studies show that a lack of tangibility does not prevent virtual numerous beneficial consequences for human lives as it predicts
places from gaining meaning for their users. For example, Stokols, well-being, stress reduction, perceived belongingness and the feeling of
Misra, Runnerstrom, and Hipp (2009) argues that virtual settings have security (Lewicka, 2011). Moreover, a place can play an important role
several qualities of physical places (e.g. they afford social interaction in maintaining self-esteem and self-efficacy (Twigger-Ross & Uzzell,
and have symbolic meanings). Some scholars argue that it is crucial for 1996). In particular, places can boost human self-esteem, for example,
the virtual world to gain meaning for it to be treated as a physical place when living in a particular place is considered a source of pride, and

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T. Oleksy et al. Computers in Human Behavior 141 (2023) 107642

individuals can derive a feeling of self-efficacy from the environment attributed to the COVID-19 pandemic and have different consequences:
where they are able to perform desired everyday activities (Twigger-­ the former is associated with adherence to anti-covid recommendations,
Ross & Uzzell, 1996). These place functions induce people to want to and the latter, with resistance to social isolation and affirmation of na­
keep in touch with places close to them. tional identity. Thus, their study shows that the ITT can be successfully
In many studies, place attachment is thought to increase one’s desire applied to understand fears raised by entities other than social groups or
to stay in a particular place, thus hindering the decision to migrate. their artificial equivalents.
However, an important limitation of this approach is that it views place We argue that the metaverse, aimed at being a disruptive technology
attachment as a static characteristic that defines the relationship be­ that fundamentally modifies the way humans live and experience the
tween a person and a place in a one-dimensional way (Kim, 2021). world, can also evoke the perception of realistic and symbolic threats. In
Meanwhile, newer approaches emphasise that place attachment should this research, we operationalise the metaverse-related realistic threat on
be treated as a dynamic phenomenon subject to increase or decrease due the basis of the public discourse surrounding the development of this
to changes in place or life circumstances (Devine-Wright & Quinn, technology, for example, the fear of giving too much control to tech­
2020). As a result of mobility, there are possibilities for developing nology companies or weakening human ability to maintain valuable
attachment to multiple places simultaneously (Kim, 2021). However, interpersonal relationships in the real world (e.g. Bojic, 2022; Fernandez
mobility can also alter the strength of one’s attachment to previous and & Hui, 2022; Huddleston, 2022; MacDonald, 2022; Zhao, Zhang, et al.,
subsequent places of residence (Di Masso et al., 2019; Lewicka, 2020). 2022).
Moreover, qualitative research (Trąbka, 2019) has shown that different Moreover, we conceptualise the metaverse-related symbolic threat as
aspects of place attachment to a new place emerge gradually, and the the feeling that the proposed virtualisation of everyday life disconnects
first to emerge is attachment based on the attractiveness of the place and humans from their inherent experience of the world and, consequently,
the affordances it offers. Positive emotions associated with experiences from the basic experiences that are perceived as crucial for the devel­
in a new place can induce humans to feel comfortable and safe, which in opment of human beings. In other words, we aim to explore the extent to
turn can translate into a desire to continue exploring and enjoying the which people fear that the metaverse can take humanity out of touch
new opportunities provided by the place. This process can eventually with the everyday experiences that have shaped the evolution of human
lead to a stable, profound connection with the new place, combined with species and have served as the foundation for the development of human
the belief that it is a better environment to live in compared to others. identities for millennia. Similar concerns were also analysed by Nagy &
Based on the above research works, we hypothesise that perceived Koles (2014), who proposed that after the digital revolution, human
attachment to existing virtual worlds can result in a greater desire to try identity construction may not be considered only in relation to the real,
another, improved version, which is what the metaverse is meant to physical world; instead, the answer to the question ‘Who am I really?’
offer. In other words, the perception of the current virtual places as may have to include the virtual self. We argue that a similar question
better habitats than real places can make the prospect of migrating to the asked in the context of humanity as a whole – ‘Who will I be after or in
metaverse both exciting and safe. the metaverse?’ – may form the basis of the symbolic threat related to
this technology (see also Kelly, 2021; Szaniawska-Schiavo, 2022).
4. Realistic and identity threats of the metaverse Additionally, as virtual worlds are still primarily associated with the
domain of leisure and entertainment, we assume that the
People who do not feel comfortable in virtual places or do not have metaverse-related symbolic threat can also stem from concerns that the
much experience with them can be more reluctant to use metaverse metaverse’s popularity can translate into an increased escapism ten­
technology and feel more threatened by the rapid development of the dency (Han et al., 2022), rendering individuals incapable of dealing with
metaverse. The media discourse around this technology currently points the hardships of their daily lives. Thus, the concept of leaving the real
to its negative consequences, ranging from threats to privacy to the world in favour of a potentially joyful and consumerism-oriented digital
hard-to-predict effects of alienating people from real places. In this one can be perceived as infantile, detaching the metaverse’s users from
study, we set out to conceptualise the concerns surrounding the devel­ the true meaning of their existence (e.g. Bogost, 2021; Francombe,
opment of the metaverse, building on intergroup threat theory (ITT) 2022). Therefore, we hypothesise that both realistic and symbolic
(Stephan & Stephan, 2017). threats are negatively related to willingness to migrate to the metaverse.
ITT distinguishes two general ways in which one group can perceive
threat coming from another group: 1) realistic threat (related to the 5. Technology use and general attitudes towards technology
power, resources or well-being of the group) and 2) symbolic threat
(related to the group’s values, culture or way of life) (Stephan & Ste­ We also intend to examine how the frequency of previous experi­
phan, 2017). Many studies have shown that both types of anxiety un­ ences with virtual places and general attitudes towards technology are
derlie intergroup biases, prejudice and conflicts (e.g. Guerra et al., related to the willingness to migrate to the metaverse and one’s
2022). Importantly, both realistic and symbolic threats may not neces­ attachment to virtual places and metaverse-related symbolic and real­
sarily be real: the perception of an outgroup as a threat to the ingroup istic threats. Previous research shows that the frequency of technology
resources or values is sufficient to trigger a hostile reaction towards it use is positively associated with the acceptance of future technologies
(Rios et al., 2018). that may not yet be available to the general public (e.g. in the context of
A vast majority of research on the two types of threat has focused on autonomous cars, Zmud & Sener, 2017, and smart city technologies,
human intergroup relations; however, a growing body of research has Williams & Vaske, 2003). The more similar they are and the more
been devoted to threats from nonhuman entities. For example, Złotowski similar needs they meet, the easier positive experiences from the exist­
et al. (2017) demonstrated that attitudes towards robots are charac­ ing types of technology can transfer to new technologies (Williams &
terised not only by the realistic threat (e.g. loss of job or compromised Vaske, 2003). We assume that this is the case with the metaverse, which
safety due to potential uncontrollability of robots) but also the symbolic can be conceived of as a more advanced version of virtual places.
threat (e.g. fear of losing human uniqueness). Similarly, Han et al. Additionally, the frequency of technology use can be a natural predictor
(2021) showed that the evaluation of services based on artificial intel­ of greater attachment to virtual places, analogous to the research on
ligence (AI) is driven by the extent of perceived threat, according to attachment to real places, where the length of one’s residence and
which AI is considered to possess too many characteristics hitherto contact with the place is a consistent predictor of increased attachment
perceived as exclusively human. Interestingly, other phenomena, such (Lewicka, 2011). In terms of symbolic and realistic threats, we expect
as diseases, can also be viewed in terms of these two types of threats. that the use of technology (in this case, exploring virtual places) can
Kachanoff et al. (2021) show that realistic and symbolic threats are allow users to become accustomed to it and encourage its perception as

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T. Oleksy et al. Computers in Human Behavior 141 (2023) 107642

safe and useful, thereby reducing concerns related to the development of After reading this definition, the respondents completed a
similar technology. questionnaire.
In terms of general attitudes towards technology, conceptualised as
the belief that technological progress is beneficial for the world and 7.2. Measures
humanity, previous research shows that it is associated with openness
towards different technologies of the future (e.g. sex robots, Oleksy & Relative place attachment towards virtual places. We asked the re­
Wnuk, 2021). Consequently, we expect it to be associated with a lower spondents whether they felt more attachment to certain virtual places
perceived threat related to the metaverse and a greater willingness to than to real-world places. We constructed eight items based on Williams
move at least some of one’s activities into this new world. and Vaskes’s scale of place dependence (2003) and Twigger-Ross and
Uzzell’s scale of place identity (1996). Both measures underpin the role
6. Overview of studies of places in making individuals feel good, worthy and self-sufficient. The
scale we used included the following statements: (1) ‘Some virtual places
The main aim of the conducted studies was to examine whether place are more important for me than my favourite places in the real world.’
attachment to the existing virtual worlds (e.g. chats, social media sites (2) ‘There are virtual places that fulfil the needs that I couldn’t/
and games) and the symbolic and realistic threats related to the meta­ shouldn’t fulfil in the real world.‘, (3) ‘I often feel better in my favourite
verse development would differently predict one’s willingness to virtual place than in the real world.‘, (4) ‘Virtual places mean more for
migrate to the metaverse worlds. We conducted two studies: Study 1, me than real places.‘, (5) ‘I can be who I am in virtual places to a greater
among users of open-world games (N = 366), and Study 2, among a extent than in real-world places.‘, (6) ‘In virtual places, I can shape the
sample of the Polish adult population (N = 995). We expected that place reality around me to a greater extent than in real places.‘, (7) ‘In some
attachment would be positively related to the willingness to migrate to a virtual places, I feel more at home than in the real world.’ (α = 0.86).
metaverse world and would negatively predict the two types of threats Realistic threat was measured with four statements: (1) ‘The devel­
(both realistic and symbolic threats were expected to be associated with opment of the metaverse will make it difficult for people to establish
the unwillingness to migrate to the metaverse). In addition, we tested relationships in the real world’; (2) ‘Through the development of the
whether and how the use of virtual places and general attitudes towards metaverse, people will stop caring about places in the real world’; (3)
technology are related to all above variables. The studies were approved ‘The development of the metaverse will allow authorities to distract
by the Ethics Committee of the Robert Zajonc Institute for Social Studies, people from the problems in the real world’; and (4) ‘The metaverse will
University of Warsaw.. allow technology companies to control every aspect of our behaviour’
(α = 0.79).
7. Study 1 Symbolic threat was measured with the following five statements:
(1) ‘The development of the metaverse technology will induce people to
7.1. Participants and procedure stop understanding what real life means’; (2) ‘Excessive use of the
metaverse will deprive us of experiences in the real world that are
Study 1 was conducted on a convenience sample of gamers (users of crucial to being human’; (3) ‘Being in the metaverse will disconnect us
open-world games) recruited via announcements of dedicated Facebook from real life’; (4) ‘The metaverse will make people more infantile’; and
groups (e.g. fans of Witcher 3, Assassin creed and open-world games in (5) ‘The metaverse will induce people to live in a fantasy world instead
general). Open-world games are defined as a virtual world in which the of facing real life’ (α = 0.90).
player can approach objectives freely, as opposed to a world with more Willingness to migrate to the metaverse was measured with two
linear and structured gameplay. This type of game was chosen because items: (1)‘I would like to move most of my daily activities to the meta­
the features of these games (possibility to explore, interact with other verse.‘, (2) ‘If possible, I would prefer to work in the metaverse rather
characters and experience a variety of adventures without a pre­ than in the real world’ (r = 0.55).
determined scenario) are similar to the metaverse version we studied (an For all the above measures, answers were given on a scale from 1 (‘I
open virtual world to inhabit). strongly disagree’) to 7 (‘I strongly agree’).
A total of 528 individuals started participating in the survey; how­
ever, only those who had completed the entire survey (N = 366) were 7.3. Analytical strategy
included in the analysis. Sample comprised 66 women, 297 men, three
participants declared as nonbinary. The mean age of participants was Many previous studies have distinguished between realistic and
26.98, SD = 7.00. The most popular chosen games were The Witcher III symbolic types of threat; however, these measures are often highly
(n = 109), Elden Ring (n = 35), The Elder Scrolls (n = 27), Red Dead correlated, and several studies treat threat as a single construct (e.g.
Redemption II (n = 28), Grand Theft Auto V (n = 15) and Assassin’s Smeekes et al., 2017). Therefore, we first performed a confirmatory
Creed (n = 15). The respondents read the following definition of the factor analysis (CFA) to examine whether symbolic and realistic threats
metaverse (translated from Polish): form one or two factors. Second, we confirmed the empirical distinc­
The metaverse is a new vision for the internet, in which virtual re­ tiveness of our constructs via CFA. Then, we checked zero-order corre­
ality is used to increase the possibilities for interaction between users. lations. Next, we specified structural equation models. Structural
The metaverse is intended to offer opportunities as similar as possible to equation modelling (SEM) enables estimation of model fit and uses
those provided by the real world. Through dedicated goggles, users can latent variables to account for measurement error. The analyses were
experience the digital world in a way close to reality. A metaverse user performed using Mplus 7.0 software (Muthén & Muthén, 2012).
takes the form of an ‘avatar’, a digital body used to communicate with
other users. The avatar can have any appearance; for example, it can be a 7.4. Results
human, robot or any creature.
The metaverse is designed to offer various entertainment opportu­ 7.4.1. Confirmatory factor analyses
nities, from sports to games of all kinds. In the metaverse, it is possible to The CFA showed that the two types of threat were not empirically
make friends with and date people from other parts of the world without distinguishable in our sample. Although the two-correlated-factor model
having to leave home. Business entities can hold meetings with their yielded a very good fit (χ2 = 60.75, df = 26, p = .0001, CFI = 0.97,
customers, confer with employees from all over the world and offer their RMSEA = 0.06), the high intercorrelation of the two latent factors (Φ =
virtual services in the metaverse. Users can shop at malls and attend 1.00, p < .001) indicated that their separation posed problems of mul­
events and concerts of actual existing performers in the virtual world. ticollinearity and is not justified. The one factor solution had also a

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T. Oleksy et al. Computers in Human Behavior 141 (2023) 107642

Table 1
Means, standard deviations, and correlations with confidence intervals.
Variable M SD 1 2

1. Place attachment 3.85 1.40


2. Metaverse threat 4.91 1.46 − .19**
[-.29, − .09]
3. Willingness to migrate 2.92 1.71 .37** − .15**
[.28, .46] [-.25, − .05]

Note. M and SD are used to represent mean and standard deviation, respectively.
Values in square brackets indicate the 95% confidence interval for each corre­
lation. * indicates p < .05. ** indicates p < .01.

2017). Additionally, in the full model, threat was not related to lower
willingness to migrate to the metaverse. Willingness to migrate to the
metaverse was low; however, at the same time, the threat level was high.
In Study 2 we aimed to see whether these results held in a representative
sample of Polish citizens. We also examined the role of technology use
and attitudes towards technology in shaping attachment to existing
virtual worlds and attitudes towards the metaverse.

8. Study 2

8.1. Participants and procedure


Fig. 1. Effects of place attachment and threat on willingness to migrate to the
metaverse. Note: Standardized coefficients with a standard error (in brackets) Study 2 was part of a broader research conducted using a nationwide
are presented. Dashed lines represent non significant coefficients. sample (N = 995) via an Internet panel. The sample size was sufficient to
detect a small to medium effect size assuming power of 90% and
probability level at α = 0.05. To ensure compatibility with the structure
perfect fit to the data (χ2 = 59.78, df = 27, p = .003, CFI = 0.98, RMSEA
of the Polish population, a random quota sample was invited in align­
= 0.06). Thus, we adopted a one-factor solution for metaverse-related
ment with the demographic structure of the 18–70-year-old Polish
threats.
Additionally, confirmatory factor analysis showed that the place population with respect to gender, age and size of residence place. All
participants were rewarded for their participation in the study with
attachment, metaverse-related threat and willingness to migrate to the
metaverse were empirically distinct constructs. A model with three rewardable points. We did not exclude any participants. Respondents
read the same definition of the metaverse as in Study 1.
latent factors fitted the data well: χ 2 (132) = 257.53, p < .001; CFI =
0.95; RMSEA = 0.05; SRMR = 0.05. All factor loadings were above 0.40.
To verify that these constructs were empirically distinct, additional 8.2. Measures
factor analyses were run, in which all items were forced to load one
factor. This resulted in a worse model fit: (χ2 (135) = 1188.621, p < Relative place attachment towards virtual places (α = 0.93), sym­
.001, CFI = 0.61, RMSEA = 0.15, SRMR = 0.17). bolic threat (α = 0.93) and realistic threat (α = 0.88) were measured
with the same items as in Study 1.
7.4.2. Zero-order correlations Willingness to migrate to the metaverse was extended to three items:
We observed opposite effects of place attachment and threat on (1)‘I would like to move most of my daily activities to the metaverse.‘,
migration to the metaverse, (i.e. the first correlated positively and the (2) ‘If possible, I would prefer to work in the metaverse rather than in the
second negatively). Additionally, place attachment was negatively real world’, (3) ‘I would rather spend time with friends in the real world
correlated with threat (see Table 1). than in the metaverse’ (reversed); α = 0.70.
Attitudes towards technology were measured with two items:
7.4.3. Structural equation model (1)‘Technology makes our lives healthier, easier and more comfortable’
To account for non-normal distribution, we used a robust maximum and (2) ‘Thanks to technology, future generations will have more op­
likelihood estimator (MLR). Fit indices of the model were good χ2 (132) portunities’; (r = 0.59).
= 257.53, p < .001, CFI = 0.95, RMSEA = 0.05, SRMR = 0.05. The For all the above measures, answers were given on a scale from 1 (‘I
results showed that willingness to migrate to the metaverse was pre­ strongly disagree’) to 7 (‘I strongly agree’).
dicted positively by place attachment. Threat did not predict willingness Use of virtual places was measured with a question: ‘How often do
to migrate. Place attachment lowered the threat related to the meta­ you use the following technological tools: 1) social networking sites, 2)
verse. The exact coefficients are shown in Fig. 1. The main results did not discussion groups, 3) single-player games, 4) multiplayer games, 5)
change significantly when covariates (age, gender) were added. online chats? Answers were given on a scale from 1 (‘never’) to 7 (‘very
often’); α = 0.77.

7.5. Discussion
8.3. Analytical sstrategy
As predicted, greater attachment to virtual (vs real) places was
associated with greater willingness to migrate to the metaverse and Again, we confirmed the empirical distinctiveness of our constructs
negatively associated with the metaverse threat. However, contrary to via CFA. Then checked zero-order correlations and conducted SEM
our hypothesis, threat formed a single factor - yet this result is also quite analysis. The analyses were performed using Mplus 7.0 software
common in typical studies in an intergroup context (Smeekes et al., (Muthén & Muthén, 2012).

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T. Oleksy et al. Computers in Human Behavior 141 (2023) 107642

Table 2
Means, standard deviations, and correlations with confidence intervals.
Variable M SD 1 2 3 4

1. Place attachment 2.91 1.45


2. Metaverse threat 5.53 1.22 − .30**
[-.36,
− .24]
3. Willigness to 2.66 1.35 .70** − .46**
migrate
[.66, [-.51,
.73] − .41]
4. Attitudes 4.96 1.22 .16** .09** .09**
towards
technology
[.10, [.03, [.03,
.22] .15] .15]
5. Use of virtual 3.57 1.38 .46** − .12** .38** .22**
places
[.41, [-.18, [.32, [.16, Fig. 2. Effects of place attachment and threat on willingness to migrate to the
.51] − .05] .43] .28] metaverse. Note: Standardized coefficients with a standard error (in brackets)
Note. M and SD are used to represent mean and standard deviation, respectively. are presented. Dashed lines represent non significant coefficients.
Values in square brackets indicate the 95% confidence interval for each corre­
lation. * indicates p < .05. ** indicates p < .01. 8.5. Discussion

Study 2 partially confirmed on the representative sample the results


obtained earlier on a sample of users of open world games. Again, place
8.4. Results attachment was associated with a greater willingness to migrate to the
metaverse and with reduced threat. Contrary to Study 1, threat
8.4.1. Confirmatory factor analyses remained a significant predictor of willingness to migrate to the meta­
Similarly to Study 1, we observed a very strong correlation between verse while accounting for place attachment. In addition, in the full
both measures of threat. Therefore, we performed confirmatory factor model, the use of virtual places was associated with greater place
analyses (CFA) to examine whether symbolic and realistic threats form attachment and higher willingness to migrate to the metaverse, and
one or two factors. The CFA showed that the two types of threat were not overall attitude towards technology was associated with lower feelings
empirically distinguishable in our sample. Although the two-factor of metaverse-related threat.
model yielded a very good fit (χ2 (26) = 41.94, p = .002, CFI =
0.993, RMSEA = 0.03), the high intercorrelation of the two latent factors 9. General discussion
(Φ = 1.00, p < .001) indicated that their separation posed problems of
multicollinearity and is not justified. The one factor solution had also a The metaverse development is likely to become the next milestone
perfect fit to the data (χ2 = 42.79, df = 27, p = .03, CFI = 0.993, RMSEA on the road to the further virtualisation of our daily lives (e.g. Damar,
= 0.02). Thus, we again adopted a one-factor solution for metaverse- 2021; Riva et al., 2022). However, as with any technological trans­
related threats. formation, this development can raise fears and concerns. In our
Additionally, confirmatory factor analysis showed that the place research, we primarily focused on exploring the extent to which bonds
attachment, metaverse-related threat and willingness to migrate to the with existing virtual places, such as VR games, chat rooms and social
metaverse are empirically distinct constructs. A model with three latent networks, could be associated with a desire for virtual migration to
factors fitted the data better: χ2 (149) = 523.49, p < .001; CFI = 0.95; metaverse worlds. We also expected that the current attachment to
RMSEA = 0.05; SRMR = 0.06 than a model in which all items were virtual places could translate into lower perceived threat and, thus, a
forced to load one factor: χ2 (152) = 3814.28, p < .001, CFI = 0.55, more positive attitude towards the potential transfer of everyday ac­
RMSEA = 0.21, SRMR = 0.16. tivities to the metaverse.

8.4.2. Zero-order correlations 9.1. Place attachment and migration


The correlations between main variables are presented in Table 2.
We observed opposite effects of place attachment and threat on will­ In both studies, we showed that attachment to the existing virtual, as
ingness to migrate to the metaverse i.e. the first correlated positively and opposed to real, places is positively related to a greater willingness to
the second negatively. Additionally, place attachment was negatively migrate to the metaverse, which is in line with the literature, showing
correlated with threat. that individuals desire to be in places they are attached to (Low & Alt­
man, 1992) and are likely to choose similar places to stay in the future.
8.4.3. Structural equation model For example, Feldman (1996) found that attachments to particular types
Fit indices were good χ2 (289) = 1034.09, p < .001, CFI = 0.94, of residential settlements (urban, suburban, rural, etc.) affect the types
RMSEA = 0.05, SRMR = 0.06. The results showed that willingness to of neighbourhoods individuals select when moving to other locations.
migrate to the metaverse was predicted positively by place attachment Thus, moving to the metaverse can allow users to stay close to the
and negatively by metaverse-related threat. Higher place attachment previous objects of attachment, such as the existing virtual worlds, and
was again related to a lower level of metaverse-related threat. Moreover, to benefit from their improved version (see also Di Masso et al., 2019).
the use of technology significantly predicted place attachment and This result fits in with a new conceptualisation of place attachment,
willingness to migrate to the metaverse, but attitude towards technology showing that it is a dynamically changing phenomenon influenced by
did not. However, attitude towards technology predicted the level of human experiences of places (Di Masso et al., 2019). For example,
metaverse-related threat. The exact coefficients are shown in Fig. 2. The discovering a new place or its new features can induce individuals to
main results did not change significantly when covariates (age, sex) develop a strong enough attachment not to want to leave it. On the
were added. contrary, other locations may no longer seem exciting or safe when

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T. Oleksy et al. Computers in Human Behavior 141 (2023) 107642

compared to a new place (Gustafson, 2009; Lewicka, 2011). The dynamic nature for place attachment, as proposed by Di Masso et al.
changing strength of attachment can, therefore, facilitate a potential (2019). Place attachment to virtual places may be seen as transcending
decision to migrate elsewhere (e.g. Zwiers et al., 2018). In the case of geographical and spatial distance and transgressing the state of ‘being in
this study, attachment to virtual places can exceed attachment to a place’ or ‘being located’. It is possible to be physically in one place and
real-world locations, so much so that the latter can be perceived as less experience and feel emotionally connected to another (i.e. a virtual one).
likely to provide reasons to spend more time therein, now or in the At the same time, this attachment to virtual places may reshape and
future when metaverse technology becomes available. change bonds with real places. Future research could further explore the
Additionally, a stronger attachment to virtual places can be linked to nature of and interconnection between attachments to real and virtual
a desire to explore new types of places in the metaverse. Attached to places.
virtual places more than to real-world ones, individuals can regard the
metaverse as another, more advanced version of their favourite virtual 9.2. Threat and willingness to migration and place attachment
locations, and having developed a deep relationship with the existing
virtual worlds, they may be more inclined to explore and experience The conducted analyses did not show that symbolic and real
their new variations, expecting their previous positive experiences to be metaverse-related threats form two separate factors. Such results are
reinforced. This interpretation is in line with previous research, showing quite common in the intergroup relations context as these two types of
that place attachment can predict further desire to explore a place, learn threat are often highly correlated (e.g. Smeekes et al., 2017) and, thus,
about its various aspects and use it for new activities (Lewicka, 2011). cannot be treated as separate predictors of the investigated phenome­
Similar to how place attachment to a city can intensify individuals’ non. However, in this study, an additional reason for the one-factor
desire to check, for example, whether there is a new restaurant or his­ solution can be the novelty of the metaverse technology. As the meta­
torical heritage in another neighbourhood, attachment to virtual worlds verse was brought to the general public’s consciousness only in 2021,
can prompt users to explore what life in the metaverse can be like. the participants may not yet have had particularly nuanced views on it;
However, the preference of a virtual place to a real one can also be instead, they could display strong attitudes, either in favour of this
related to one’s willingness to escape problems associated with real life, technology or not. This observation can reflect a rather polarised
or so-called escapism (Calleja, 2010). Escapist tendencies are observed discourse towards the metaverse, where critical voices often include a
among many users of virtual places (Billieux et al., 2013; Giardina et al., range of potential risks without focusing on differentiating between
2021) and can be linked to the perception of being rooted in the digital them, for example, in terms of probability. It is possible that when
world and a stronger reluctance to interact with real places, generally metaverse technology becomes more widespread, the threats associated
perceived as less enjoyable to stay in. Thus, the metaverse can be with it will be perceived more heterogeneously. For example, users can
regarded by such individuals as technology that allows them to detach find that the threat to privacy (realistic threat) is relatively less than they
themselves even more effectively from the real world, in the same way feared, while the disconnection from real-world places (symbolic threat)
that staying in a perfectly equipped house in the countryside allows one is higher. Further studies can be conducted in the future when the
to become detached from the daily hustle and bustle more efficiently number of metaverse users and public awareness of this technology
than nesting in a crowded dormitory in the city centre. However, the increase.
ease of escaping to a new and possibly better reality in the metaverse Perceived threat was high in both studies, which suggests that the
prompts the question of the extent to which this technology might in­ participants consider the metaverse to be a technology that can have
crease addictions to virtual places. The risk may be high, as some re­ detrimental consequences for society. These findings enrich the scarce
searchers point out that replicating reality is one of the most addictive research on the relationship between perceived threat and attitudes in a
characteristics of media in general (Mittal, Dean, & Pelletier, 2013; Lee context other than intergroup relations (e.g. Kachanoff et al., 2021;
et al., 2021; Bojic, 2022), and escapism is the primary factor associated Złotowski et al., 2017). Previous research on threat and technology
with the risk of addiction (Ohno, 2016; Xu et al., 2012). Although there acceptance showed that feeling threatened by autonomous robots was
are still only a few studies dedicated to the psychological and social related to a lack of support for further development (Złotowski et al.,
impacts of metaverse-like technologies, some results show that critical 2017). The findings of this study demonstrate that metaverse-related
aspects of the metaverse can be particularly addictive (e.g. virtual threat is strongly associated with the reluctance to use the technology
VRChat is more addictive than classic gaming; Segawa et al., 2020). An in the way its most optimistic proposers envisage, i.e. as a complete
important research directions will be to systematically examine how alternative to real life.
particular features of metaverse worlds might be related to addictive Moreover, both studies showed that a metaverse-related threat was
behaviours and to develop ethical guidelines for the design of negatively associated with the willingness to migrate to the metaverse. A
metaverses. greater perception that the development of this technology can pose
To sum up, on the one hand, attachment based on positive experi­ danger to individuals and humanity meant a lower desire to move social
ences of using the existing virtual places can translate into a greater or professional activities to virtual worlds. However, in the sample of
willingness to use new but familiar technological solutions, i.e. the gamers in Study 1, we found that attachment was a stronger predictor
metaverse. On the other hand, some individuals can perceive metaverse than a threat, which became insignificant while these two variables
development as a chance to find refuge from the outside world. Further were included in the model. Thus, it seems that for people having pos­
research should unravel which of the two motives is more prominent in itive experiences with virtual worlds with some metaverse characteris­
explaining the relationship between attachment to virtual places and the tics (i.e. open-world games), attachment is more important than a sense
desire to migrate to the metaverse. Further studies should also include a of threat related to the metaverse in explaining the desire to migrate to
direct, separate measurement of attachment to real and virtual loca­ the metaverse. Further research should resolve whether the perceived
tions. Additionally, by using longitudinal designs, it can be beneficial to similarity between open-world games and the metaverse is indeed the
see how changing attachment to both types of places can explain the mechanism behind this effect.
attitude towards moving to the metaverse. It would also be interesting to In line with our hypotheses, we observed a negative relationship
examine whether and how attachment to virtual places is associated between place attachment and metaverse-related threats. The correla­
with the risk of developing an addiction. tional design disallows causal interpretation, but this result is in line
The results of our study contribute to the theory of place attachment with previous research on the role of place attachment in human life.
by empirically demonstrating that people form bonds with virtual places Place attachment mostly entails the belief that a place is a safe location
and that the material denotation of a place is not necessary to feel where one can feel comfortable and explore freely (Lewicka, 2005,
emotionally attached to it. Thus, our research suggests a more fluid and 2011). A negative experience with a place, such as a perceived danger or

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T. Oleksy et al. Computers in Human Behavior 141 (2023) 107642

disorder, can, in turn, inhibit the development of attachment to that increase their profits at the expense of users and to what extent as a
place (Hummon, 1992; Jaśkiewicz & Wiwatowska, 2018). Users who are useful or entertaining technology. Responding to public concerns re­
attached to virtual sites may not regard their potentially improved mains a crucial task for all parties interested in implementing the met­
variant (the metaverse) as threatening simply owing to the perceived averse in a socially responsible way.
familiarity of the place (see e.g. Jeske & Van Schaik, 2017). Addition­
ally, the less attached users may have had more negative experiences 9.4. Limitations
with the existing virtual places than the more attached ones (e.g. they
may have experienced more privacy risks). These adverse experiences In addition to the outlined potential avenues of research that can
can translate into a higher assessment of perceived threats from similar further enhance the obtained results, there are limitations of the con­
but more advanced technologies. ducted studies. First, in both studies, we introduced the participants to
Therefore, further research should consider a greater diversity of only one metaverse concept (a virtual world into which one can transfer
groups that the metaverse may threaten as the development of this most of one’s daily activities and lead everyday life), which is arguably
technology can have more negative consequences for some groups, such the most popular vision of the metaverse; however, it is crucial to
as the poor and minority groups, who are less able to enjoy the oppor­ consider that there are other dimensions of the metaverse, such as the
tunities offered by real places or perceive these places as alien or metaverse as deep integration of the virtual world into the real world. It
alienating (see e.g. Rishbeth, 2001; Wickes et al., 2022). Considering the can be argued that other propositions may be associated with weaker
perspectives of these individuals can give a more complete picture of the perceived threat than the metaverse offering a radical break from typical
symbolic and realistic threats related to the metaverse. human life.
The above results are also of considerable theoretical relevance for Another limitation of the study is related to the sample as it was
advancing social psychology and the psychology of human–technology conducted in only one country. Further studies need to be carried out in
interactions. Our study is the first to propose that the potential negative other cultural backgrounds, for example, in countries with an even
consequences of metaverse development, widely debated among the higher virtualisation of daily life and a more extensive user base of early
general public, can be divided into realistic and symbolic threats. Pre­ metaverse implementations. Future studies should also use established
vious applications of intergroup threat theory in the technology context questionnaires on place attachment and compare attachments to real
have focused on anthropomorphic entities, such as robots, which are and virtual places using separate scales. In further studies, the topics
more obviously likely to be perceived as ‘outgroups’ (e.g. Złotowski raised in the realistic and symbolic threat scales should be expanded, for
et al., 2017; Lan et al., 2022). We propose that virtual places, such as example, by adding issues related to mental health risks (e.g. addictions)
metaverses, can also be evaluated from the same perspective. Further or potentially unhealthy lifestyles. It is also essential to conduct exper­
research based on this observation will be increasingly important imental studies, such as involving manipulated place attachment (see e.
because it is very likely that virtual places will continue to compete for g. Stokols, Misra, Runnerstrom, & Hipp, 2009), to understand the causal
our attention and resources with the real world and become increasingly relationships between place attachment, perceived threat and willing­
natural locations that form our experiences and memories. ness to migrate to the metaverse.

9.3. Technology use and general attitudes towards technology 10. Conclusion

As expected, the frequency of the existing virtual places’ use was To our knowledge, this study is the first to show the role of place
associated with greater attachment to virtual, as opposed to real, places, attachment in shaping attitudes towards the metaverse. Additionally, it
which is in line with many studies, emphasising that the length of is the first study to analyse attitudes towards the metaverse from the
residence is a critical predictor of place attachment (Lewicka, 2011; perspective of realistic and symbolic threats, a theory that has been
Toruńczyk-Ruiz & Martinović, 2020). No significant association be­ applied mostly in intergroup relations. The conducted study has shown
tween the use of virtual places and perceived metaverse-related threat that greater attachment to virtual, as opposed to real, places predicted a
was observed. Thus, it was place attachment, rather than simply fre­ greater willingness to migrate to a new type of virtual worlds. However,
quency of use, that was associated with a greater sense of security in the the majority of the respondents expressed a sense of threat associated
face of new emerging technology. These findings align with previous with the further development of the metaverse and ranging from indi­
research on attachment to real places, which shows that not every vidual security issues, such as breached privacy, to the belief that this
resident feels safe, but residents who feel attached to a place do feel safe technology could deprive users of access to inherently human experi­
(see e.g. Hummon, 1992). ences. This sense of threat negatively predicted willingness to migrate to
In the full model, a positive relationship between general attitudes the metaverse, but at the same time was lower among participants with
towards technology and metaverse-related threat was observed: even higher attachment to virtual places. The results provide insight into
those participants who considered technology development to be motivation and aversion to transfer everyday activity to the metaverse
conductive for humanity felt much anxiety about this new type of virtual and may serve as a basis for further research to understand the factors
place. As even those who have a very positive attitude towards tech­ that make the metaverse a convenient space for recreation for some and
nology may not consider every possible technology desirable or safe, the a dystopian nightmare about to come true for others.
metaverse may not be considered among the technologies that are
believed to be capable of positively impacting human life. This result Credit author statement
reflects both a wide range of controversies prominent in the media
discourse related to the metaverse (e.g. Huddleston, 2022; Kelly, 2021; Tomasz Oleksy (Conceptualisation; Formal analysis; Investigation;
MacDonald, 2022; Szaniawska-Schiavo, 2022) and the respondents’ Methodology; Project administration; Visualization; Writing – original
overall attitudes towards this technology (perceived threat was signifi­ draft; Writing – review & editing).Anna Wnuk (Conceptualisation;
cantly above average in both of the conducted studies). Therefore, a Formal analysis; Investigation; Methodology; Writing – original draft;
promising direction for further research could be to examine to what Writing – review & editing).Małgorzata Piskorska (Investigation;
extent the content of information acquired about the metaverse can Methodology; Writing – original draft).
explain the relationship between users’ attitudes towards technology
and metaverse-related threat. It would also be worthwhile to conduct a Declaration of competing interest
rigorous analysis of the media discourse and to determine, for instance,
to what extent the metaverse is presented as a way for corporations to The authors declare that they have no known competing financial

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T. Oleksy et al. Computers in Human Behavior 141 (2023) 107642

interests or personal relationships that could have appeared to influence legal innovation, and the future of real estate (pp. 139–154). Cham: Springer. https://
doi.org/10.1007/978-3-030-52387-9_8.
the work reported in this paper.
Guerra, R., Bierwiaczonek, K., Ferreira, M., Golec de Zavala, A., Abakoumkin, G.,
Wildschut, T., & Sedikides, C. (2022). An intergroup approach to collective
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