User Group Adaptation and Behavior Reconstruction of Metaverse
E-Commerce: A Mixed-Method Study Based on Technological
Cognitive Gradient, Risk Heterogeneity, and Immersive Experience
Yixue Chen
Business College, Southwest University, Chongqing, 400000, China
Keywords: Metaverse E-Commerce, Behavior Reconstruction, Mixed-Method.
Abstract: In recent years, the concept of "metaverse" has become a hot topic of discussion. In the fu-ture, blockchain,
Non-Fungible Token (NFT), and virtual identities will reshape traditional business models. Understanding
market demands and development trends is a necessary factor for traditional industries to transform. This
study explores the impact of the technological cognition gradient, risk heterogeneity, and immersive experi-
ence of user groups on behavioral reconstruction in metaverse e-commerce through quantitative questionnaire
surveys, data analysis, and qualitative NLP sentiment analysis. Based on the analysis of 200 valid question-
naires and 100 social media texts, it was found that crypto-native users prefer NFT and Decen-tralized Au-
tonomous Organization(DAO) governance, while Generation Z tends towards gam-ified social interaction
and virtual fashion; men have a higher familiarity with blockchain than women, and the technical threshold
for low-education groups is the main barrier to conver-sion; women have more significant privacy concerns,
and ordinary users need asset insurance and free experiences to conversion.
1 INTRODUCTION
1.1 Research Background
The global digital industry is undergoing metaverse
transformation under the wave of the global digital
economy. In recent years, the scale of the global dig-
ital economy has been constantly expanding. As the
core form of the next-generation Internet, the
Metaverse is reshaping the business ecosystem
through virtual reality (VR), blockchain, and NFT
technologies. From Meta's Horizon Worlds to the
virtual real estate transactions in Decentraland, global
tech giants and startups are competing to position
themselves. Metaverse e-commerce is gradually
emerging as a new driver for digital economic
growth. Nevertheless, while this nascent model is
evolving rapidly, it also exposes profound contradic-
tions such as high technical thresholds and differenti-
ated user behaviors. Challenges and Demands at the
Social Level In specific social practices, Metaverse e-
commerce confronts two core problems
:
Technological Knowledge Gap: There are notable
differences among different groups in their mastery
of technologies such as blockchain and VR. For
example, Kim and Lee (2021) found that male users
had significantly higher blockchain familiarity
(M=3.8) than female users (M=2.9) due to their
higher frequency of technology exposure,and low-
educated groups struggle to participate due to the
complexity of operations (the perceived technical
threshold for junior high school groups is M = 3.5)
Park et al., 2022.
Heterogeneous Risk Contradictions: Privacy
leakage concerns (M = 3.50 for females) and trust
crises in the virtual economy (72% of ordinary users
have demands for asset insurance) have become the
main obstacles to user conversion. These
contradictions not only constrain the inclusiveness of
Metaverse e-commerce but also impede the
unleashing of its commercial potential.
1.2 Research Significance
1.2.1 Theoretical Significance
Currently, the majority of research emphasizes the
feasibility of technology while overlooking the heter-
ogeneity within user groups. The traditional Technol-
ogy Acceptance Model (TAM) struggles to account
630
Chen, Y.
User Group Adaptation and Behavior Reconstruction of Metaverse E-Commerce: A Mixed-Method Study Based on Technological Cognitive Gradient, Risk Heterogeneity, and Immersive
Experience.
DOI: 10.5220/0013997500004916
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 2nd International Conference on Public Relations and Media Communication (PRMC 2025), pages 630-641
ISBN: 978-989-758-778-8
Proceedings Copyright © 2025 by SCITEPRESS Science and Technology Publications, Lda.
for the interaction between the gradient of technology
cognition and risk heterogeneity in metaverse scenar-
ios. This study introduces the Group Adaptation-Be-
havioral Reconfiguration (GABR) model, which inte-
grates social presence theory and embodied cognition
theory, thereby addressing the theoretical gap in the
study of user stratification and immersive experi-
ences.
1.2.2 Social Significance
Fostering of digital inclusion: Entities dedicated to
this cause can lower the participation threshold for
groups with lower education levels by leveraging
technology simplification (e.g., AR-based shopping
guidance) to advance the objective of shared prosper-
ity.
Enhancement of business ecosystem: Those in
charge of ecosystem enhancement should offer tiered
operational strategies to brands (e.g., DAO
governance and gamified task design) to boost user
conversion rates.
Provision of risk governance insights:
Stakeholders in risk governance can establish a
reliable management framework for policymakers
through privacy transparency (e.g., zero-knowledge
proof) and asset insurance mechanisms.
1.3 Research Topics and Methods
This paper focuses on the three dimensions of
technological cognitive gradient, risk heteroge-
neity, and immersive experience to explore
the adaptation mechanisms and behavioral recon-
struction pathways of user groups in the context of
metaverse e-commerce. To achieve this, it employs a
mixed - method design. First, for quantitative analy-
sis, 200 questionnaires were distributed and analyzed
with SPSS 28.0 to explore the influence of gender and
education level on technology cognition. Concur-
rently, in the qualitative analysis, Python SnowNLP
was used to mine a corpus of 100 social media texts,
extracting keywords like privacy transparency
and trust crisis related to risk perception. In ad-
dition, the GABR model is developed as a theoretical
modeling approach to illustrate the dynamic interac-
tion mechanism among technology, risk, and experi-
ence.
1.4 Content Structure
This paper is organized into six chapters: Chapter 2
provides a review of the theoretical framework;
Chapter 3 outlines the mixed-methods design; Chap-
ter 4 analyzes and discusses the research findings;
Chapter 5 examines the theoretical contributions and
practical implications; and Chapter 6 concludes with
an overview of the research limitations and future di-
rections.
2 REVIEW OF LITERATURE
2.1 Extension of Technology
Acceptance Model (TAM)
The Technology Acceptance Model (TAM) was pro-
posed by Davis (1989), emphasizing that "perceived
usefulness" and "perceived ease of use" are the core
driving factors for users to adopt technology. How-
ever, in the metaverse scenario, the complexity of
technology and the immersion of interaction pose
new challenges to TAM. Recent studies have shown
that technological cognitive gradients (such as block-
chain /NFT understanding) significantly affect users'
acceptance of the metaverse (Zhao et al., 2022; Kim
& Lee, 2021). For example, Kim and Lee (2021)
found that male users were significantly more famil-
iar with blockchain than women due to their higher
frequency of technology exposure. In addition, im-
mersive interaction capabilities (such as avatar oper-
ation) have become a new dimension of TAM (Has-
souneh & Brengman, 2020). These studies provide
theoretical support for the proposed "enhanced TAM"
in this study. Therefore, this study incorporates tech-
nological cognitive gradients (such as blockchain fa-
miliarity and 3D modeling ability) into the TAM
framework to build an "enhanced TAM" to better fit
the metaverse scenario.
2.2 Social Presence Theory and Virtual
Social Behavior
Social Presence Theory, proposed by Short et al.
(1976), emphasizes the degree of "others' presence"
perceived by users in media communication. In the
metaverse, avatar interaction and user-generated con-
tent (UGC) significantly enhance social presence. Lee
and Chen (2020) found through empirical research
that UGC-driven social interaction (such as virtual
dress sharing) can increase user engagement by 30%.
For example, in the virtual flagship store of Gucci,
UGC-related transactions accounted for 41% of its
GMV in the first month of launch through user co-
creation of virtual wear (users design and trade virtual
clothing on the Roblox platform), which verified the
User Group Adaptation and Behavior Reconstruction of Metaverse E-Commerce: A Mixed-Method Study Based on Technological
Cognitive Gradient, Risk Heterogeneity, and Immersive Experience
631
promotion effect of social interaction on consumption
intention (DappRadar, 2022). However, the existing
research focuses on the surface design of social func-
tions and lacks the investigation of the heterogeneity
of user groups. For example, Gen Z users are more
likely to build social relationships through gamified
tasks (such as Gucci virtual flagship store users com-
plete the "daily treasure hunt" task to unlock limited
items), while crypto native users rely on decentralized
governance (DAO) to enhance trust (DappRadar,
2022). However, the existing research focuses on a
single platform and lacks cross-group comparison
(Gursoy et al., 2022).
2.3 Embodied Cognition Theory and
Immersive Consumption
Experience
Embodied Cognition Theory posits that users' physi-
cal experiences in virtual environments (e.g., visual
and tactile feedback) directly influence their decision-
making processes (Belk, 2013). Recent research
demonstrates that "virtual try-on" technology en-
hances purchase conversion rates by 58% through
triggering "digital self-identity" (Liu et al., 2021).
Building on flow theory and risk heterogeneity analy-
sis, this study proposes a "Dual-Path Model of Immer-
sive Experience" to design differentiated interaction
strategies for diverse user groups. The model further
elucidates the interactive effects between task mecha-
nisms and user cognition, offering actionable insights
for optimizing virtual engagement frameworks.
2.4 Research on Risk Perception and
Trust in Virtual Economy
Users’ risk perceptions of the metaverse exhibit sig-
nificant heterogeneity. Pavlou (2003) proposed that
concerns over privacy breaches and economic trust-
worthiness had been core risk dimensions influencing
virtual consumption. Recent studies further reveal
that "technological transparency" (e.g., traceability of
on-chain data) and "insurance mechanisms" (e.g.,
compensation for asset loss) can enhance trust (Chen
et al., 2022). Empirical research by Liu et al. (2021)
demonstrates that virtual asset insurance mechanisms
improve user trust by 40%. However, existing studies
predominantly rely on single-scale risk measure-
ments, overlooking the compounding effects of tech-
nical barriers and addiction risks. This study ad-
dresses this gap by adopting a mixed-methods
approach (questionnaires + NLP) to construct a mul-
tidimensional risk assessment framework, offering
novel insights for risk governance in the metaverse.
2.5 Shortcomings of Research on User
Group Heterogeneity
Although existing studies have focused on user be-
havior in the metaverse, group stratification mostly
relies on demographic variables (such as age and gen-
der) and lacks in-depth correlation analysis between
technology cognition and behavior patterns. The be-
havioral differentiation of metaverse user groups re-
quires refined operational strategies. Gursoy et al.
(2022) proposed the dichotion of "technology pio-
neers" and "conservative users," but did not cover the
unique needs of Generation Z and digital nomad.
Aiming at the three groups of digital nomads, crypto
native users and Generation Z, this study for the first
time integrates the three elements of technology, risk
and experience, proposes the "group adaption-behav-
ior reconstruction" (GABR) model, reveals the dy-
namic mechanism of user stratification, and gives the
marketing needs of different users.
2.6 Research Gaps and Innovations of
this Study
While existing research has explored user behavior in
the metaverse, current approaches to user stratifica-
tion predominantly rely on demographic variables
(e.g., age, gender) and lack in-depth correlation anal-
ysis between technological cognition and behavioral
patterns. The behavioral divergence among
metaverse user groups necessitates refined opera-
tional strategies. Although Gursoy et al. (2022) pro-
posed a dichotomy of "technology pioneers" and
"conservative users," this framework fails to address
the unique needs of Generation Z and digital nomads.
Targeting three distinct groups digital nomads,
crypto-native users, and Generation Zthis study pi-
oneers the integration of three critical dimensions
(technology, risk, and user experience) to propose the
"Group Adaptation-Behavior Reconstruction
(GABR)" model. This model unveils the dynamic
mechanisms of user stratification and provides tai-
lored marketing strategies aligned with the specific
demands of each subgroup.
3 METHODS OF RESEARCH
3.1 Questionnaire Survey
By designing two questionnaires of different depths
called "Social Media and Metaverse" to explore users'
needs and preferences, users' behavior changes and
PRMC 2025 - International Conference on Public Relations and Media Communication
632
consumption changes under immersive experience
can be obtained. At the same time, the portraits of
consumer groups in different fields are divided. Data
support is provided for subsequent quantitative anal-
ysis.
3.2 The Principle of Design
1.Demographic questions include the gender, age,
major, educational level and occupation of the re-
spondents. They are mainly used to test the sample
distribution of respondents and conduct subsequent
difference analysis.
2.The user cognition survey aims to investigate
users' motivation, distinguish between ordinary
visitors and high - potential users, and establish a
logical jumping - off point for subsequent customer -
segmentation questions. It also explores users'
acceptance and perceptions of the convergence of the
metaverse and social media.
3.The user - group segmentation process
determines the user's consumer positioning by
analyzing previous high - potential visitors through
crowd - particularity measurement. High - potential
users are categorized into three groups: crypto -
native users, Gen Z & Entertainers, and digital
nomads.
4.Market segmentation involves designing and
formulating questions for different groups to
determine market needs from various aspects, making
the analysis more comprehensive and specific. Nine
measurement items are designed to obtain the user
needs and consumption preferences of different
groups.
5.The survey on users' purchasing power features
seven measurement items. These items are designed
to investigate high - potential users' views on paid
content, purchase satisfaction, and technical
familiarity.
6.The survey on converting common visitors into
potential users designs 7 measurement items to obtain
the concerns of common visitors identified in this
survey and their requirements for conversion into
potential users. The results can be used for industry
improvement and product upgrading.
The highlight of this questionnaire lies in the
logical jump of special groups and the user needs of
their market segments. For example, encrypted native
users will jump to 27, 28 and 29 (related to web3.0,
degree of decentralization, virtual social identity),
Generation Z entertainment party will jump to 30, 31
and 32 (related to entertainment payment intention,
cross-dimensional social interaction, consumption
reasons), digital nomads will jump to 33, 34 and 35
(related to office scene needs, Payment range of
virtual office tools, core advantages of metaverse
office and traditional video conference)
3.3 Data Analysis
3.3.1 Descriptive Statistics
Descriptive statistics summarize the central tendency
(mean, median), dispersion (standard deviation,
range), and distribution shape (skewness, kurtosis) of
the data, enabling a rapid overview of the dataset. In
this study, foundational metrics including mini-
mum/maximum values, mean, median, standard devi-
ation, variance, sum, 25th percentile, standard error,
CI (UK), interquartile range (IQR), kurtosis, skew-
ness, and coefficient of variationwere calculated
using SPSS for comprehensive analysis.
3.3.2 Comparative Analysis (t-Tests)
A comparative analysis was conducted to examine
differences between demographic variables (e.g., age,
gender) and user perceptions (e.g., cognition, tech-
nical familiarity). Independent t-tests were employed
to assess statistical significance across groups.
3.3.3 Natural Language Processing (NLP)
A Python-based web crawler was developed to collect
100 Twitter posts and comments containing the key-
words metaverse and e-commerce. Sentiment
analysis was performed on this textual data to assign
emotional polarity scores (positive/negative) to each
post and comment. This approach quantifies public
sentiment toward the integration of the metaverse and
e-commerce.
3.4 Results
This study collected 200 valid questionnaires from di-
verse age groups across China through online posts
(with compensated participation). The survey re-
vealed the following key insights:
Group-Specific Preferences:
Crypto-native users exhibit stronger engagement
in NFT marketplaces, DeFi protocols, and DAO
governance (see Figures 1-2).
Generation Z and entertainment-focused users
prioritize spending on virtual idol concerts,
interactive narrative games, and limited-edition
digital fashion items.
Digital nomads show interest in customizable
virtual office spaces, avatar-based virtual meetings,
User Group Adaptation and Behavior Reconstruction of Metaverse E-Commerce: A Mixed-Method Study Based on Technological
Cognitive Gradient, Risk Heterogeneity, and Immersive Experience
633
and 3D whiteboards with real-time collaboration
tools.
Psychological Accounting:
Users tend to classify metaverse consumption
under self-improvement and social investment mental
accounts, reflecting their perceived value of virtual
interactions.
Social Interaction Patterns:
High-potential users prefer replicating real-world
social circles or joining theme-specific virtual
communities.
Critical factors for metaverse social engagement
include privacy protection mechanisms, immersive
sensory experiences, and fairness in economic
systems (see Figure 4).
Barriers for Casual Users:
Free trial packages, real-world partnership
benefits, and asset insurance encourage casual users
to explore metaverse platforms.
However, reluctance persists due to high technical
barriers (e.g., unfamiliarity with devices), fear of
addiction/social detachment, and distrust in virtual
economies.
These findings provide actionable data on user
demands and strategic guidance for industry
innovation.
Alt Text for the figure: Bar chart comparing Web3.0 engagement of crypto-native users (NFT, DeFi, DAO) and
virtual office preferences of digital nomads (customizable spaces, cross-time-zone translation).
Figure 1. web3.0 activity statistics for encrypted native users (Photo/Picture credit: Original).
Alt Text for the figure: Bar chart titled 'Virtual Office Demand of Digital Nomads,' highlighting key features:
3D whiteboards with real-time collaboration, customizable office spaces, and automated cross-time-zone meet-
ing translations.
Figure 2. Virtual office demand of digital nomads (Photo/Picture credit: Original).
PRMC 2025 - International Conference on Public Relations and Media Communication
634
Alt Text for the figure: Horizontal bar chart ranking social elements in the metaverse by importance (1-5
scale). Highest: economic fairness (4.17), asset ownership (4.03); lowest: social migration (3.01).
Figure 3. Average importance of social elements in the metaverse (Photo/Picture credit: Original).
Alt Text for the figure: Clustered bars showing gender differences in metaverse metrics. Males scored higher
on blockchain familiarity (3.37 vs. 2.96). Minimal differences in platform adoption intent.
Figure 4. Comparison of gender and all items
Statistical Analysis Using Independent Samples t-
Tests and ANOVA
3.4.1 Gender Differences
While no significant differences were observed be-
tween genders for most metaverse-related questions,
males demonstrated higher familiarity with block-
chain/NFT technologies (mean score: 3.37) compared
to females (mean score: 2.96) based on independent
samples t-tests (see Figure 3 and Table 1).
3.4.2 Age Differences
Significant variations were found across age groups
regarding awareness of the metaverse and technical
familiarity. For instance, respondents aged 1520
and 2125 exhibited distinct differences compared
User Group Adaptation and Behavior Reconstruction of Metaverse E-Commerce: A Mixed-Method Study Based on Technological
Cognitive Gradient, Risk Heterogeneity, and Immersive Experience
635
to older cohorts in these dimensions (supported by
Table 2).
3.Educational Background Differences
Educational attainment significantly influenced
metaverse awareness. Individuals with university or
postgraduate degrees reported higher awareness lev-
els than those with only middle or high school educa-
tion (validated by Table 3).
Table 1. The t-test was used to analyze the results
Your gender: (mean ± standard deviation)
t p
female(n=118) male(n=82)
Have you ever heard of the
metaverse
1.73±0.45 1.71±0.46 0.331 0.741
Are you willing to try metaverse
social platforms in the next six
months?
2.84±1.22 2.89±1.19 -0.296 0.768
Do you own or plan to purchase
any of the following equipment?
10.06±4.99 9.12±5.83 1.185 0.238
How familiar are you with the
following technologies? (5-
point scale: 1= not at all famil-
iar, 5= very familiar)
Please select the most suitable
item according to your actual
situation: 1- >5 means very dis-
satisfied -> very satisfied -
Blockchain/NFT
2.96±1.34 3.37±1.27 -2.167 0.031*
3D scene modeling tool 3.12±1.40 3.38±1.22 -1.354 0.177
Virtual Avatar system 3.00±1.38 3.20±1.28 -1.011 0.313
PRMC 2025 - International Conference on Public Relations and Media Communication
636
Table 2. Analysis of variance results
Your age: (mean ± standard deviation)
F
p
15~20
(n=23)
Under
15
(n=1)
21~25
(n=76)
26~30
(n=22)
31~40
(n=35)
41~50
(n=34)
51~60
(n=8)
Over60
(n=1)
Have you ever
heard of the
metaverse
1.83±
0.39
1.00±
null
1.91
±0.29
1.59
±0.50
1.54
±0.51
1.62
±0.49
1.38
±0.52
1.00±
null
5.5
17
0.00
0**
How familiar are
you with the fol-
lowing technolo-
gies? (5-point scale:
1= not familiar at
all, 5= very famil-
iar) Please select
the most consistent
item according to
your actual situa-
tion: 1- >5 means
very dissatisfied ->
very satisfied -
blockchain /NFT
3.48±
1.38
3.0
0±
null
3.16
±1.24
3.27
±1.20
3.40
±1.31
2.91
±1.36
1.38
±0.74
1.00±
null
3
.23
1
0.00
3**
3D scene model-
ing tool
3.57±
1.24
2.0
0±
null
3.26
±1.24
3.41
±1.33
3.49
±1.34
2.97
±1.36
1.75
±1.49
1.00±
null
2
.71
4
0.01
0*
Virtual Avatar
system
3.39±
1.27
3.0
0±
null
3.18
±1.31
3.32
±1.21
3.23
±1.33
2.79
±1.34
1.38
±1.06
1.00±
null
3
.00
7
0.00
5**
* p<0.05 ** p<0.01
User Group Adaptation and Behavior Reconstruction of Metaverse E-Commerce: A Mixed-Method Study Based on Technological
Cognitive Gradient, Risk Heterogeneity, and Immersive Experience
637
Table 3. Analysis of variance results
Your level of education (mean ± standard deviation)
F p
Junior high
school
(n=9)
University
(n=148)
Graduate
and above
(n=16)
High school
(n=27)
Have you ever heard
of the metaverse
1.33±0.50 1.79±0.41 1.88±0.34 1.37±0.49 10.904
0.00
0**
Are you willing to
try metaverse social
platforms in the next
six months?
2.67±1.22 2.83±1.16 3.19±1.60 2.89±1.22 0.503
0.68
1
Do you own or plan
to purchase any of the
followin
g
equipment?
9.00±5.57 9.70±5.24 10.75±5.05 9.11±6.25 0.360
0.78
2
How familiar are
you with the following
technologies? (5-point
scale: 1= not at all fa-
miliar, 5= very famil-
iar) Please select the
most suitable item ac-
cording to your actual
situation: 1- >5 means
very dissatisfied ->
very satisfied -Block-
chain/NFT
3.00±1.12 3.03±1.35 3.56±1.31 3.41±1.19 1.261
0.28
9
3D scene modeling
tool
3.00±1.50 3.17±1.38 3.31±1.20 3.56±1.12 0.744
0.52
7
Virtual Avatar sys-
tem
3.22±1.48 3.03±1.39 3.56±1.21 3.00±1.07 0.811
0.48
9
The age distribution of the respondents is mainly
21-25 years old. The young group has a high
proportion of experience in metaverse-related
applications, and the familiarity with technology
varies greatly among different age groups. This
shows that age is closely related to the experience and
technology acceptance of the metaverse. Young
people are more likely to accep tmetaverse emerging
things, which is an important driving force for the
development of the.
According to the information obtained by the
python crawler, the word cloud map is made by
emotion analysis and the emotion score is obtained.
From the emotion score close to 1, it can be seen that
most users have a positive attitude towards metaverse
and e-commerce, indicating that the subsequent
development of related work will be expected and
recognized by users.(See Figure 5 and Figure 6)
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638
Alt Text for the figure: Figure 5 presents a word cloud of negative emotion words. Prominent words such as
"inevitable", "pitfalls", "scamming", "money", and "difficult" are displayed in larger fonts, indicating their
higher frequency in the dataset related to negative emotions. This visual representation helps to quickly identify
the key negative - connoted terms
Figure 5. Cloud map of negative emotion words (Photo/Picture credit: Original).
Alt Text for the figure: Figure 6 shows a word cloud of positive affective words. Words like "world's",
"highly", "satisfying", "easy", and "free" are presented in larger sizes, signifying their greater occurrence in the
data associated with positive feelings. It serves as a visual summary for recognizing dominant positive - ori-
ented terms.
Figure 6. Cloud map of positive affective words (Photo/Picture credit: Original).
User Group Adaptation and Behavior Reconstruction of Metaverse E-Commerce: A Mixed-Method Study Based on Technological
Cognitive Gradient, Risk Heterogeneity, and Immersive Experience
639
4 CONCLUISON
4.1 Summary of Findings
This study reveals the core patterns of user behavior
and consumption preferences in metaverse e-com-
merce, and verifies the significant heterogeneity of
user groups:
4.1.1 Differentiated Consumption Behavior
Crypto native users are technology-driven in con-
sumption, with significantly higher NFT transaction
frequency (3.2 times/month) and DAO governance
participation rate (58%) than other groups; Gen Z en-
tertainers prefer immersive experiences, with the par-
ticipation rate of virtual idol concerts (76%) and the
length of stay for gamified tasks (average 29 minutes)
outstanding; Digital nomads focus on efficiency
tools, 3D collaboration tools demand score (M=4.2/5)
and subscription willingness (50-100/ month, 67%)
are the highest.
4.1.2 Gender and Age Differences in
Technology Acceptance
For gender differences, male blockchain /NFT famil-
iarity (M=3.37)was significantly higher than that of
female (M=2.96, p<0.05);
For the age difference, the technical cognition of
young users (21-25 years old) (M=3.89) is much
higher than that of middle-aged and elderly groups
(41-50 years old M=2.12), and the education level is
positively correlated with the operational ability
(r=0.52).
4.2 The Causes and Countermeasures
of Technological Cognitive
Differences
4.2.1 Causes of Differences in Technology
Cognition
For Gender differences, men's technological ad-
vantages may be derived from early exposure to tech-
nology (e.g., games, programming), while women are
more concerned about privacy and security (M=3.50
vs 3.12);
For Age differentiation, Young users, as "digital
natives", adapt faster to emerging technologies, while
middle-aged and elderly groups face a high threshold
due to a steep learning curve (M=3.5 for junior high
school group).
4.2.2 Core Challenges and
Countermeasures
For Technical threshold challenge: low-education us-
ers lose due to operational complexity (64% of "tech-
nical threshold" selection rate in questionnaire ques-
tion 4.3), and low-code tools (such as AR shopping
guide assistant) and equipment rental plan (65% of
selection rate) need to be developed.
For Risk of addiction, parents (41-50 years old)
have the highest demand for addiction prevention in
the whole age group (M=4.2), and it is suggested to
embed "compulsory rest" mechanism (68% support).
For Trust crisis, Ordinary users have a strong
demand for virtual asset insurance (72%), and on-
chain audit and third-party custody need to be
introduced.
4.3 Industrial Application and Policy
Suggestions
4.3.1 Product Optimization Driven by User
Demand
About layered design, for crypto native users: open
DAO governance voting rights, support smart con-
tract distribution (such as 10% royalty on secondary
sales); Gen Z: link virtual idols with limited NFTS to
design "play and buy" missions (such as "daily treas-
ure hunt to unlock limited items"); Digital Nomads:
Develop 3D collaborative whiteboards and cross-
time zone translation capabilities, and provide enter-
prise-level subscription services. Measures to make
digital work more convenient and provide digital no-
mads with efficient and fast office tools, while also
reducing social embarrassment and saving unneces-
sary social time.
In terms of technical dimension reduction,
interface interaction should be simplified (such as
drag-and-drop 3D modeling tools); Offer beginner
guided robots (81% demand rate) and free experience
packs (+34% conversion rate).
4.3.2 Policy and Regulatory Framework
Recommendations
At the level of consumption protection, virtual asset
insurance fund can be established, and users' asset
loss can be compensated retroactively (support rate:
72%);
At the level of privacy protection, platforms are
forced to disclose the scope of data use (such as "not
used for advertising push"), and zero-knowledge
proof technology is adopted to verify identity. At the
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level of virtual economy regulation, NFT transaction
transparency standards will be set to crack down on
false publicity and price manipulation.
4.4 Research Limitations and Future
Research Directions
4.4.1 Research Limitations
Sample bias: the data is concentrated on Chinese us-
ers (200 copies), and the universality of the conclu-
sion needs to be verified by cross-cultural research;
Cross-sectional design: without tracking long-
term behavioral changes, it cannot reveal the impact
of technology iteration on users;
Insufficient qualitative depth: Lack of in-depth
interviews with users, semi-structured
interviews can be combined to mine implicit needs in
the future.
4.4.2 Future Research Directions
Longitudinal tracking: Observe the evolution of user
behavior through A/B testing of dynamic policies
(such as hierarchical recommendation algorithms);
Technology integration exploration: study the
enhancement effect of generative AI (such as AI
virtual assistant) and brain-computer interface on
immersive experience;
Ecological governance research: analyze the
autonomy efficiency of DAO community (such as
70% reduction in voting decision-making time for
Gucci NFT holders), and explore the balance path
between decentralized and centralized governance.
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