Journal
TELEMATICS AND INFORMATICS
Volume 42, Issue -, Pages -Publisher
ELSEVIER
DOI: 10.1016/j.tele.2019.101239
Keywords
Virtual reality; Games; Presence; Enjoyment; Continual intention
Categories
Funding
- National Research Foundation of Korea (NRF) - Korean government (MSIT) [NRF-2017R1C1B5017437]
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Since virtual reality (VR) and augmented reality (AR) have become promising technologies in the entertainment and display industry, a large number of companies have provided content and services with VR and AR technologies. Among them, video games have been considered as one of the biggest markets for VR technologies because those technologies can be used to increase the degree of players perceived reality. However, few studies have explored players perspectives toward VR technologies in video games. Thus, the current study proposes an integrated adoption model of VR games in order to provide a better understanding of players perspectives toward VR games. Considering presence and enjoyment as potential determinants of their continual intention to play, three potential indirect motivations (service & display quality, interactivity, and perceived control) and a single potential direct hindrance (perceived cost) are employed for establishing the research model. Based on the collected data of 1227 players, the current study presents not only the computed effects of the three indirect motivations but also the direct impacts of the three determinants on intention. With the structural results, the implications with limitations are explained.
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