DOI: 10.1007/s10055-023-00749-4
Terbit pada 31 Januari 2023 Pada Virtual Reality

Acceptance and use of virtual reality games: an extension of HMSAM

Tuomas Kari Mehmet Kosa

Abstrak

Virtual reality (VR) is considered as one of the technological megatrends of 2020s, and today, VR systems are used in various settings, digital gaming being among the most popular ones. However, there has been a dearth of understanding regarding the central factors behind VR gaming acceptance and use. The present study therefore aimed to explain the factors that drive the use and acceptance of VR games. We extended the hedonic-motivation system acceptance model with utilitarian and inconvenience factors to capture the pertinent features of VR systems more holistically. We proposed a theoretical model and analyzed it through covariance-based structural equation modeling using an online survey sample of 473 VR gamers. Our findings help explain the role of different antecedents behind VR gaming acceptance and demonstrate that VR gaming is driven more by the hedonic gaming aspects than by the utilitarian health and well-being aspects of VR games, enjoyment being the strongest driver behind VR gaming intention and immersion. Moreover, findings also suggested that use intentions and immersion levels are not significantly diminished by physical discomfort and VR sickness. The findings, which potentially extend to other VR systems as well, also pose important implications for the providers of VR games. As the main contribution, based on our empirical findings, we provide a greater theoretical understanding on VR gaming acceptance and use.

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Exploring structural relations among computer self-efficacy, perceived immersion, and intention to use virtual reality training systems

T. Xie Geping Liu Leping Liu + 1 lainnya

14 Juni 2022

The use of virtual reality (VR) training systems for education has grown in popularity in recent years. Scholars have reported that self-efficacy and interactivity are important predictors of learning outcomes in virtual learning environments, but little empirical research has been conducted to explain how computer self-efficacy (as a subcategory of self-efficacy) and perceived immersion (as a correlate of interactivity) are connected to the intention to use VR training systems. The present study aims to determine which factors significantly influence behavioral intention when students are exposed to VR training systems via an updated technology acceptance frame by incorporating the constructs of computer self-efficacy and perceived immersion simultaneously. We developed a VR training system regarding circuit connection and a reliable and validated instrument including 9 subscales. The sample data were collected from 124 junior middle school students and 210 senior high school students in two schools located in western China. The samples were further processed into a structural equation model with path analysis and cohort analysis. The results showed that the intention to use VR training systems was indirectly influenced by computer self-efficacy but directly influenced by perceived immersion ( β  = 0.451). However, perceived immersion seemed to be influenced mostly by learner interaction ( β  = 0.332). Among external variables, learner interaction ( β  = 0.149) had the largest total effect on use intention, followed by facilitating conditions ( β  = 0.138), computer self-efficacy ( β  = 0.104), experimental fidelity ( β  = 0.083), and subjective norms ( β  = 0.077). The moderating roles of gender differences, grade level, and previous experience in structural relations were also identified. The findings of the present study highlight the ways in which factors and associations are considered in the practical development of VR training systems.

Reductions in sickness with repeated exposure to HMD-based virtual reality appear to be game-specific

S. Palmisano Rikeya Constable

8 Maret 2022

While head-mounted display (HMD) based gaming is often limited by cybersickness, research suggests that repeated exposure to virtual reality (VR) can reduce the severity of these symptoms. This study was therefore aimed at: (1) examining the exposure conditions required to reduce cybersickness during HMD VR; and (2) learning whether such reductions generalise from one HMD VR game to another. Our participants played two commercially-available HMD VR video games over two consecutive days. Their first exposure to HMD VR on both days was always to a 15-min virtual rollercoaster ride. On Day 1, half of our participants also played a virtual climbing game for 15-min, while the rest of them finished testing early. Participants in the latter group were only exposed to the climbing game late on Day 2. We found that sickness was significantly reduced for our participants on their second exposure to the virtual rollercoaster. However, sickness to the rollercoaster on Day 2 was unaffected by whether they had played the climbing game on Day 1. Sickness during virtual climbing was also unaffected by group differences in exposure to the virtual rollercoaster. This convergent evidence suggested that the reductions in cybersickness produced by repeated exposure to HMD VR were game-specific. While these benefits did not generalise to the second game, two 15-min exposures to the same HMD VR game was sufficient to significantly reduce cybersickness in this study.

Acceptance of the metaverse: a laboratory experiment on augmented and virtual reality shopping

Henry Korkeila Filipe Gama Juho Hamari + 2 lainnya

26 Januari 2024

PurposeIn recent years, there has been significant interest in adopting XR (extended reality) technologies such as VR (virtual reality) and AR (augmented reality), particularly in retail. However, extending activities through reality-mediation is still mostly believed to offer an inferior experience due to their shortcomings in usability, wearability, graphical fidelity, etc. This study aims to address the research gap by experimentally examining the acceptance of metaverse shopping.Design/methodology/approachThis study conducts a 2 (VR: with vs. without) × 2 (AR: with vs. without) between-subjects laboratory experiment involving 157 participants in simulated daily shopping environments. This study builds a physical brick-and-mortar store at the campus and stocked it with approximately 600 products with accompanying product information and pricing. The XR devices and a 3D laser scanner were used in constructing the three XR shopping conditions.FindingsResults indicate that XR can offer an experience comparable to, or even surpassing, traditional shopping in terms of its instrumental and hedonic aspects, regardless of a slightly reduced perception of usability. AR negatively affected perceived ease of use, while VR significantly increased perceived enjoyment. It is surprising that the lower perceived ease of use appeared to be disconnected from the attitude toward metaverse shopping.Originality/valueThis study provides important experimental evidence on the acceptance of XR shopping, and the finding that low perceived ease of use may not always be detrimental adds to the theory of technology adoption as a whole. Additionally, it provides an important reference point for future randomized controlled studies exploring the effects of technology on adoption.

Cybersickness in Virtual Reality Questionnaire (CSQ-VR): A Validation and Comparison against SSQ and VRSQ

Sarah E. MacPherson Josie Linnell F. Argelaguet + 2 lainnya

29 Januari 2023

Cybersickness is a drawback of virtual reality (VR), which also affects the cognitive and motor skills of users. The Simulator Sickness Questionnaire (SSQ) and its variant, the Virtual Reality Sickness Questionnaire (VRSQ), are two tools that measure cybersickness. However, both tools suffer from important limitations which raise concerns about their suitability. Two versions of the Cybersickness in VR Questionnaire (CSQ-VR), a paper-and-pencil and a 3D–VR version, were developed. The validation of the CSQ-VR and a comparison against the SSQ and the VRSQ were performed. Thirty-nine participants were exposed to three rides with linear and angular accelerations in VR. Assessments of cognitive and psychomotor skills were performed at baseline and after each ride. The validity of both versions of the CSQ-VR was confirmed. Notably, CSQ-VR demonstrated substantially better internal consistency than both SSQ and VRSQ. Additionally, CSQ-VR scores had significantly better psychometric properties in detecting a temporary decline in performance due to cybersickness. Pupil size was a significant predictor of cybersickness intensity. In conclusion, the CSQ-VR is a valid assessment of cybersickness with superior psychometric properties to SSQ and VRSQ. The CSQ-VR enables the assessment of cybersickness during VR exposure, and it benefits from examining pupil size, a biomarker of cybersickness.

Virtual Reality in transit: how acceptable is VR use on public transport?

J. Williamson Laura Bajorunaite S. Brewster

1 Maret 2021

When travelling on public transport, passengers use devices such as mobile phones or laptops to pass the time. VR (Virtual Reality) head-mounted displays could provide advantages over these devices by delivering personal and private experiences that help the wearer escape their confined space. This paper presents the key factors that influence VR acceptance on different modes of public transport (from buses to aeroplanes), uncovered through two surveys (N1=60, N2=108). An initial analysis of responses revealed unique passenger needs and challenges currently preventing wider VR adoption, creating parameters for future research.

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