Concepedia

Publication | Open Access

User Acceptance of Virtual Reality: An Extended Technology Acceptance Model

449

Citations

87

References

2020

Year

TLDR

Virtual reality has many applications, yet few studies have examined user acceptance of this immersive technology. The study proposes an extended Technology Acceptance Model tailored to virtual reality. The extended model incorporates TAM variables, user experience, VR‑specific factors, and user characteristics, and was tested with 89 users performing an aeronautical assembly task in VR. Intention to use VR is positively driven by perceived usefulness and hedonic quality‑stimulation, negatively by cybersickness, while perceived ease of use has no significant effect; these results highlight key predictors for VR acceptance.

Abstract

Although virtual reality (VR) has many applications, only few studies have investigated user acceptance of this type of immersive technology. We propose an extended version of the Technology Acceptance Model (TAM) that addresses some aspects of VR. Our model includes variables from the TAM, user experience, variables specific to VR, and variables relating to user characteristics. This model was tested with 89 users who performed an aeronautical assembly task in VR. Results suggest that intention to use VR is positively influenced by perceived usefulness and negatively influenced by cybersickness. Hedonic quality-stimulation and personal innovativeness are predictors of perceived usefulness. Perceived ease of use does not have a significant impact on intention to use and it is only influenced by pragmatic quality. These findings have a number of implications regarding user acceptance of VR.

References

YearCitations

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