Description
Virtual Reality (VR) has started to diffuse into the market. Research can accompany this process by providing insights into adoption of the technology. However, although first studies have been conducted early, there are few empirical findings shedding light on issues of acceptance and use of VR. This is because the used models often suffer from omissions or only partially cover important variables for distinct characteristics of the technology, especially immersion, presence, and interactivity. Additionally, the applied variables are occasionally incorrectly specified. To lay a better foundation for investigating adoption and diffusion of VR, we explore relevant influence factors based on insights from previous works and a qualitative study with 20 participants. Besides issues of misspecification, our findings show that many contextual factors have been neglected. Moreover, we identify content quality, initial excitement, isolation, and distraction as new potentially relevant factors.
Recommended Citation
Mütterlein, Joschka and Hess, Thomas, "Immersion, Presence, Interactivity: Towards a Joint Understanding of Factors Influencing Virtual Reality Acceptance and Use" (2017). AMCIS 2017 Proceedings. 17.
https://aisel.aisnet.org/amcis2017/AdoptionIT/Presentations/17
Immersion, Presence, Interactivity: Towards a Joint Understanding of Factors Influencing Virtual Reality Acceptance and Use
Virtual Reality (VR) has started to diffuse into the market. Research can accompany this process by providing insights into adoption of the technology. However, although first studies have been conducted early, there are few empirical findings shedding light on issues of acceptance and use of VR. This is because the used models often suffer from omissions or only partially cover important variables for distinct characteristics of the technology, especially immersion, presence, and interactivity. Additionally, the applied variables are occasionally incorrectly specified. To lay a better foundation for investigating adoption and diffusion of VR, we explore relevant influence factors based on insights from previous works and a qualitative study with 20 participants. Besides issues of misspecification, our findings show that many contextual factors have been neglected. Moreover, we identify content quality, initial excitement, isolation, and distraction as new potentially relevant factors.