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Virtual reality adoption during the COVID-19 pandemic: A uses and gratifications perspective

The coronavirus disease 2019 (COVID-19) pandemic has impacted all aspects of people's lives, including how we work, play, learn, exercise, and socialize. Virtual reality (VR) technology has the potential to mitigate many of the challenges brought about by the pandemic, which has spurred increas...

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Autores principales: Ball, Christopher, Huang, Kuo-Ting, Francis, Jess
Formato: Online Artículo Texto
Lenguaje:English
Publicado: The Authors. Published by Elsevier Ltd. 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8520656/
https://www.ncbi.nlm.nih.gov/pubmed/34887619
http://dx.doi.org/10.1016/j.tele.2021.101728
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author Ball, Christopher
Huang, Kuo-Ting
Francis, Jess
author_facet Ball, Christopher
Huang, Kuo-Ting
Francis, Jess
author_sort Ball, Christopher
collection PubMed
description The coronavirus disease 2019 (COVID-19) pandemic has impacted all aspects of people's lives, including how we work, play, learn, exercise, and socialize. Virtual reality (VR) technology has the potential to mitigate many of the challenges brought about by the pandemic, which has spurred increased adoption. However, relatively low adoption overall and limited software still restrict the power of VR to address COVID-19 difficulties effectively. This study examines how the perceived impacts of COVID-19 might lead to different VR uses and gratifications and device ownership / variability. Furthermore, we investigate the importance of social interactivity within VR for increasing adoption intentions. We surveyed 298 Amazon Mechanical Turk users during the Fall of 2020. Results indicate that the pandemic's perceived impacts influenced the likelihood of acquiring VR for education, tourism, and work. For VR ownership and variability, those who purchased VR during the pandemic were more likely to report buying it for work. Those with access to high-end VR hardware were more likely to report a broader range of uses, including socializing, health, and telemedicine. Validating the importance of various applications during the pandemic, we found that the desire for social interactivity mediates the impacts of COVID-19 on future adoption intentions. Theoretically, we propose several gratifications sought via the use of VR during the pandemic. Practically, we discuss recommendations for future VR research, marketing, and software design.
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spelling pubmed-85206562021-10-18 Virtual reality adoption during the COVID-19 pandemic: A uses and gratifications perspective Ball, Christopher Huang, Kuo-Ting Francis, Jess Telemat Inform Article The coronavirus disease 2019 (COVID-19) pandemic has impacted all aspects of people's lives, including how we work, play, learn, exercise, and socialize. Virtual reality (VR) technology has the potential to mitigate many of the challenges brought about by the pandemic, which has spurred increased adoption. However, relatively low adoption overall and limited software still restrict the power of VR to address COVID-19 difficulties effectively. This study examines how the perceived impacts of COVID-19 might lead to different VR uses and gratifications and device ownership / variability. Furthermore, we investigate the importance of social interactivity within VR for increasing adoption intentions. We surveyed 298 Amazon Mechanical Turk users during the Fall of 2020. Results indicate that the pandemic's perceived impacts influenced the likelihood of acquiring VR for education, tourism, and work. For VR ownership and variability, those who purchased VR during the pandemic were more likely to report buying it for work. Those with access to high-end VR hardware were more likely to report a broader range of uses, including socializing, health, and telemedicine. Validating the importance of various applications during the pandemic, we found that the desire for social interactivity mediates the impacts of COVID-19 on future adoption intentions. Theoretically, we propose several gratifications sought via the use of VR during the pandemic. Practically, we discuss recommendations for future VR research, marketing, and software design. The Authors. Published by Elsevier Ltd. 2021-12 2021-10-13 /pmc/articles/PMC8520656/ /pubmed/34887619 http://dx.doi.org/10.1016/j.tele.2021.101728 Text en © 2021 The Authors Since January 2020 Elsevier has created a COVID-19 resource centre with free information in English and Mandarin on the novel coronavirus COVID-19. The COVID-19 resource centre is hosted on Elsevier Connect, the company's public news and information website. Elsevier hereby grants permission to make all its COVID-19-related research that is available on the COVID-19 resource centre - including this research content - immediately available in PubMed Central and other publicly funded repositories, such as the WHO COVID database with rights for unrestricted research re-use and analyses in any form or by any means with acknowledgement of the original source. These permissions are granted for free by Elsevier for as long as the COVID-19 resource centre remains active.
spellingShingle Article
Ball, Christopher
Huang, Kuo-Ting
Francis, Jess
Virtual reality adoption during the COVID-19 pandemic: A uses and gratifications perspective
title Virtual reality adoption during the COVID-19 pandemic: A uses and gratifications perspective
title_full Virtual reality adoption during the COVID-19 pandemic: A uses and gratifications perspective
title_fullStr Virtual reality adoption during the COVID-19 pandemic: A uses and gratifications perspective
title_full_unstemmed Virtual reality adoption during the COVID-19 pandemic: A uses and gratifications perspective
title_short Virtual reality adoption during the COVID-19 pandemic: A uses and gratifications perspective
title_sort virtual reality adoption during the covid-19 pandemic: a uses and gratifications perspective
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8520656/
https://www.ncbi.nlm.nih.gov/pubmed/34887619
http://dx.doi.org/10.1016/j.tele.2021.101728
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