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

dc.contributor.authorKari, Tuomas
dc.contributor.authorKosa, Mehmet
dc.contributor.departmentid4100310410
dc.contributor.orcidhttps://orcid.org/0000-0002-5755-806X
dc.contributor.organizationLuonnonvarakeskus
dc.date.accessioned2023-03-01T06:57:21Z
dc.date.accessioned2025-05-28T14:44:12Z
dc.date.available2023-03-01T06:57:21Z
dc.date.issued2023
dc.description.abstractVirtual 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.
dc.description.vuosik2023
dc.format.bitstreamtrue
dc.identifier.olddbid495771
dc.identifier.oldhandle10024/553213
dc.identifier.urihttps://jukuri.luke.fi/handle/11111/25461
dc.identifier.urnURN:NBN:fi-fe2023030129053
dc.language.isoen
dc.okm.corporatecopublicationei
dc.okm.discipline113
dc.okm.internationalcopublicationon
dc.okm.openaccess2 = Hybridijulkaisukanavassa ilmestynyt avoin julkaisu
dc.okm.selfarchivedon
dc.publisherSpringer Science and Business Media LLC
dc.relation.doi10.1007/s10055-023-00749-4
dc.relation.ispartofseriesVirtual Reality
dc.relation.issn1359-4338
dc.relation.issn1434-9957
dc.rightsCC BY 4.0
dc.source.identifierhttps://jukuri.luke.fi/handle/10024/553213
dc.subjectVirtual reality
dc.subjectDigital games
dc.subjectUser behavior
dc.subjectVirtual reality gaming
dc.subjectDual-purposed systems
dc.subjectVR
dc.teh41007-00197704
dc.titleAcceptance and use of virtual reality games: an extension of HMSAM
dc.typepublication
dc.type.okmfi=A1 Alkuperäisartikkeli tieteellisessä aikakauslehdessä|sv=A1 Originalartikel i en vetenskaplig tidskrift|en=A1 Journal article (refereed), original research|
dc.type.versionfi=Publisher's version|sv=Publisher's version|en=Publisher's version|

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