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

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 us...

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Detalles Bibliográficos
Autores principales: Kari, Tuomas, Kosa, Mehmet
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Springer London 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9888737/
https://www.ncbi.nlm.nih.gov/pubmed/36742344
http://dx.doi.org/10.1007/s10055-023-00749-4
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author Kari, Tuomas
Kosa, Mehmet
author_facet Kari, Tuomas
Kosa, Mehmet
author_sort Kari, Tuomas
collection PubMed
description 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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spelling pubmed-98887372023-02-01 Acceptance and use of virtual reality games: an extension of HMSAM Kari, Tuomas Kosa, Mehmet Virtual Real Original Article 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. Springer London 2023-01-31 /pmc/articles/PMC9888737/ /pubmed/36742344 http://dx.doi.org/10.1007/s10055-023-00749-4 Text en © The Author(s) 2023 https://creativecommons.org/licenses/by/4.0/Open AccessThis article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) .
spellingShingle Original Article
Kari, Tuomas
Kosa, Mehmet
Acceptance and use of virtual reality games: an extension of HMSAM
title Acceptance and use of virtual reality games: an extension of HMSAM
title_full Acceptance and use of virtual reality games: an extension of HMSAM
title_fullStr Acceptance and use of virtual reality games: an extension of HMSAM
title_full_unstemmed Acceptance and use of virtual reality games: an extension of HMSAM
title_short Acceptance and use of virtual reality games: an extension of HMSAM
title_sort acceptance and use of virtual reality games: an extension of hmsam
topic Original Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9888737/
https://www.ncbi.nlm.nih.gov/pubmed/36742344
http://dx.doi.org/10.1007/s10055-023-00749-4
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