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What factors influence continuous usage intention of head-mounted display-based virtual reality content? A cross-sectional survey
PURPOSE: The aim of this study was to explore the continuous usage intention of head-mounted display-based virtual reality (HMD-based VR) content among college students. The study also sought to understand how this intention is influenced by factors related to personal cognition, social aspects, VR...
Autores principales: | , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
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Korean Society of Women Health Nursing
2023
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Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10565525/ https://www.ncbi.nlm.nih.gov/pubmed/37813664 http://dx.doi.org/10.4069/kjwhn.2023.09.11.02 |
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author | Choi, JeongSil Moon, Heakyung Park, Mijeong |
author_facet | Choi, JeongSil Moon, Heakyung Park, Mijeong |
author_sort | Choi, JeongSil |
collection | PubMed |
description | PURPOSE: The aim of this study was to explore the continuous usage intention of head-mounted display-based virtual reality (HMD-based VR) content among college students. The study also sought to understand how this intention is influenced by factors related to personal cognition, social aspects, VR content, and HMD-related elements. METHODS: This descriptive correlational study used a self-report questionnaire to survey 217 students from two universities in Korea who had prior experience with HMD-based VR content. RESULTS: The mean score for continuous usage intention of HMD-based VR content was 2.59±0.57 points (range, 1–5 points). Regarding the average frequency of HMD-based VR content usage, 64.5% of participants reported using it 1 to 2 times, while 91.7% indicated a total HMD-based VR usage period of less than 6 months. Factors such as personal cognition, VR content, social aspects, and HMD-related elements had explanatory power of 35.1%, 10.7%, 4.4%, and 2.5%, respectively, for the continuous usage intention of HMD-based VR content. Additionally, engagement (β=.45, p<.001), influential others (β=.37, p<.001), environmental support (β=–.18, p=.030), and cyber sickness (β=–.21, p=.001) were identified as having a significant influence. CONCLUSION: When developing HMD-based VR content, strategies to improve users’ personal cognition should be included. Additionally, it is necessary to develop strategies that enhance enjoyment and interest in the content, while also facilitating ongoing social support. Furthermore, coping strategies should be devised that take into account cyber sickness, a potential side effect of these devices. |
format | Online Article Text |
id | pubmed-10565525 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2023 |
publisher | Korean Society of Women Health Nursing |
record_format | MEDLINE/PubMed |
spelling | pubmed-105655252023-10-12 What factors influence continuous usage intention of head-mounted display-based virtual reality content? A cross-sectional survey Choi, JeongSil Moon, Heakyung Park, Mijeong Korean J Women Health Nurs Special Issue PURPOSE: The aim of this study was to explore the continuous usage intention of head-mounted display-based virtual reality (HMD-based VR) content among college students. The study also sought to understand how this intention is influenced by factors related to personal cognition, social aspects, VR content, and HMD-related elements. METHODS: This descriptive correlational study used a self-report questionnaire to survey 217 students from two universities in Korea who had prior experience with HMD-based VR content. RESULTS: The mean score for continuous usage intention of HMD-based VR content was 2.59±0.57 points (range, 1–5 points). Regarding the average frequency of HMD-based VR content usage, 64.5% of participants reported using it 1 to 2 times, while 91.7% indicated a total HMD-based VR usage period of less than 6 months. Factors such as personal cognition, VR content, social aspects, and HMD-related elements had explanatory power of 35.1%, 10.7%, 4.4%, and 2.5%, respectively, for the continuous usage intention of HMD-based VR content. Additionally, engagement (β=.45, p<.001), influential others (β=.37, p<.001), environmental support (β=–.18, p=.030), and cyber sickness (β=–.21, p=.001) were identified as having a significant influence. CONCLUSION: When developing HMD-based VR content, strategies to improve users’ personal cognition should be included. Additionally, it is necessary to develop strategies that enhance enjoyment and interest in the content, while also facilitating ongoing social support. Furthermore, coping strategies should be devised that take into account cyber sickness, a potential side effect of these devices. Korean Society of Women Health Nursing 2023-09-30 2023-09-26 /pmc/articles/PMC10565525/ /pubmed/37813664 http://dx.doi.org/10.4069/kjwhn.2023.09.11.02 Text en Copyright © 2023 Korean Society of Women Health Nursing https://creativecommons.org/licenses/by/4.0/This is an Open Access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) ) which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. |
spellingShingle | Special Issue Choi, JeongSil Moon, Heakyung Park, Mijeong What factors influence continuous usage intention of head-mounted display-based virtual reality content? A cross-sectional survey |
title | What factors influence continuous usage intention of head-mounted display-based virtual reality content? A cross-sectional survey |
title_full | What factors influence continuous usage intention of head-mounted display-based virtual reality content? A cross-sectional survey |
title_fullStr | What factors influence continuous usage intention of head-mounted display-based virtual reality content? A cross-sectional survey |
title_full_unstemmed | What factors influence continuous usage intention of head-mounted display-based virtual reality content? A cross-sectional survey |
title_short | What factors influence continuous usage intention of head-mounted display-based virtual reality content? A cross-sectional survey |
title_sort | what factors influence continuous usage intention of head-mounted display-based virtual reality content? a cross-sectional survey |
topic | Special Issue |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10565525/ https://www.ncbi.nlm.nih.gov/pubmed/37813664 http://dx.doi.org/10.4069/kjwhn.2023.09.11.02 |
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