Mobile Virtual Reality or Console Virtual Reality Headsets? Exploring the Positive and Negative Factors of the Adoption of Virtual Reality Devices

碩士 === 國立臺中科技大學 === 資訊管理系碩士班 === 106 === The purpose of this paper is to explore the factors of the intention to use virtual reality devices. In this study, a research model based on perceived value was developed and proposed. The factors included perceived benefits (flow、spatial presence and relaxa...

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Bibliographic Details
Main Authors: Yan-Lin Tsai, 蔡嬿琳
Other Authors: Kuo-Lun Hsiao
Format: Others
Language:zh-TW
Published: 2018
Online Access:http://ndltd.ncl.edu.tw/handle/29z6wg
Description
Summary:碩士 === 國立臺中科技大學 === 資訊管理系碩士班 === 106 === The purpose of this paper is to explore the factors of the intention to use virtual reality devices. In this study, a research model based on perceived value was developed and proposed. The factors included perceived benefits (flow、spatial presence and relaxation) and perceived risk(visual fatigue and complexity). This study invited 152 users to attend the experiments of this study. The hypotheses in the research model were examined by SmartPLS 3.0 software and SPSS 23.0. The results showed that spatial presence and relaxation had significant effects on flow, and flow had significant effects on the intention to use. Among the negative factors, only visual fatigue had negative effect on the intention to use. In order to further examined the impact of the negative factors, more data were collected by using online questionnaires. The additional analysis results showed that visual fatigue and complexity had negative effects on the intention to use, and visual fatigue had negative effects on flow. The model demonstrated good explanatory power for usage intention in the context of VR devices.