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Lee 2019
Lee 2019
The adoption of virtual reality devices: The technology acceptance model inte-
grating enjoyment, social interaction, and strength of the social ties
PII: S0736-5853(18)30641-5
DOI: https://doi.org/10.1016/j.tele.2018.12.006
Reference: TELE 1199
Please cite this article as: Lee, J.H., Kim, J.H., Choi, J.Y., The adoption of virtual reality devices: The technology
acceptance model integrating enjoyment, social interaction, and strength of the social ties, Telematics and
Informatics (2018), doi: https://doi.org/10.1016/j.tele.2018.12.006
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The adoption of virtual reality devices: The technology acceptance
model integrating enjoyment, social interaction, and strength of the
social ties
a
Graduate School of Technology and Innovation Management, Hanyang University, 222 Wangsimni-
ro, Seongdong-Gu, Seoul 131-791, Korea. E-mail: j.h.lee.mot@gmail.com (Jung Hyo Lee),
b
Technology Management, Economics and Policy Program, Seoul National University, 1, Gwanak-ro,
Abstract
Recently, the development of virtual reality technology in the entertainment industry has
applied social network capability. This study empirically analyzes how the introduction of social
network characteristics as a diffusion strategy for virtual reality devices affects consumers’ intention
to use. This survey was conducted with 350 people from South Korea, and TAM was used to analyze
the acceptability of virtual reality. User adoption behaviors were analyzed rigorously, adding
perceived enjoyment, social interactions, and strength of the social ties to the basic TAM. The results
of this study indicate that social interactions and strength of the social ties increase perceived
enjoyment, and perceived enjoyment has a more significant effect on intention to use than perceived
usefulness, which is the main element of TAM. These results have theoretical implications for
consumer adoption behavior and empirical implications for the best marketing strategies for virtual
reality devices.
Keywords: Virtual reality; Technology adoption; Technology acceptance model; Enjoyment; Social
virtual reality (VR) technology has been attracting attention, particularly in light of the innovations
ing special electronic devices, such as helmets equipped with sensors and screens (Zhang, 2018).
The term VR first appeared in the 1960s, but in the past, the price of VR equipment and similar
HMDs (head mounted displays) was prohibitively high. Hence, VR was used only in specific fields
such as medical, defense, and education (Freina 2015; Hawkins, 1995). Recently, VR technology has
evolved to become increasingly similar to reality and has received considerable consumer
attention as affordable VR devices have been released (Freina 2015; Basu and Johnsen, 2014). The
most prominent selling point of VR devices is their ability to make users feel like they are actually in
a simulated world (Freina 2015). In addition, VR systems are more stable and less error-prone than
physical systems and can be remotely shared by multiple users (Zhang, 2018). From a social
standpoint, virtual reality has the potential to reduce the consumption of natural and social resources
VR devices have thus been applied to various fields, such as entertainment and gaming,
and the VR device industry is expected to grow rapidly. According to a report by IDC, a market
analysis and consulting agency, sales of VR hardware will grow by 183% annually from 350,000
units in 2015 to about 64.8 million units by 2020 (IDC, 2016). Moreover, worldwide sales of
1
Unlike 4G, which uses frequencies below 2GHz, 5G uses the ultra-high frequency of 28GHz. 5G is
a mobile international standard aiming at commercialization in 2020 by inheriting 'IMT-2000,' a 3G
communication method commercialized in the 2000s. According to the International
Telecommunication Union, 5G is a mobile communication technology with a maximum download
speed of 20Gbps and a minimum download speed of 100Mbps, 280 times faster than general LTE.
products and services related to VR, including AR (augmented reality), are expected to increase from
$5.2 billion in 2016 to more than $162 billion in 2020 (Gaggioli, 2017).
technology in various industrial fields, such as architecture (Ma, 2017), medical care (Dascal et al.,
2017; North and North, 2017), and education (Stavroulia and Lanitis, 2017) are being conducted. Th
ose studies focus mainly on technical aspects such as application and development, but for
technology to be effectively utilized, it must be easily accessible and adopted by users (Turoff et al.,
2004; Keil et al., 1995). Therefore, researchers have also analyzed users' intention to use VR
technology. In those studies, the technology acceptance model (TAM) has been used to explain
user attitudes and behavior toward information technology and devices (Legris et al. 2003). The
various studies of the intention to use VR technology (Yang et al., 2016; Huang et al., 2013; Chen et
al., 2012) contain common features that analyze enjoyment as an important variable, in addition to
the basic elements of TAM. Moreover, research on the analysis of ICT services, not only VR but also
More than a decade ago, Chen (2006) showed that enjoyment can be directly or indirectly
increased by social interactions among users of entertainment services such as online games. Given
that the game and entertainment sectors represent the largest portion of VR's various industries 2,
2
Digi-Capital, a market research institute, selected the game industry as the sector with the greatest
growth potential in the VR-related industry sector, expecting it to account for about 50% of the total
VR market. In addition, the Markets and Markets' market report (Feb, 2017) estimated that about
26.8% of the virtual reality content market in 2020 (about $2 billion) will be game-related content.
According to a survey conducted on the Korean VR Industry, entertainment has the highest level of
competition when compared to overseas VR-content markets [IITP. Survey of domestic VR industry
(2016.12)].
social interactions among the users of VR services are expected to increase user enjoyment and
intention to use.
Indeed, social interactions are becoming an important strategy in the VR game industry. For
example, Oculus and Sony, leading manufacturers of VR game devices, announced that they have
developed services that enable social interactions3. The social interaction strategy of those companies
is to connect users with other VR device users through social networking service (SNS) and enable
them to play games together. In other words, representative companies in the VR game industry are
looking to promote network effects as they launch and spread VR devices in the market.
influence consumers’ intention to use VR devices and the relationships among those factors. Despite
the fact that the VR industry is strategically introducing social networks, there is a lack of TAM
research considering these VR industry strategies. Many Korean consumers already have ICT
devices, such as smartphones, that make VR applications relatively easy to use. In addition,
consumers already interact socially through SNS platforms such as Facebook4, so consumers
Therefore, our purpose in this study is to analyze the effects of social networks on the
acceptance of VR devices, taking into account the strong entertainment tendencies of the VR
industry. Specifically, we analyze the relationships among the factors that influence the acceptance
3
Oculus, a manufacturer of VR devices, has developed a 'toybox' that allows users to communicate
within the VR space [https://www.wired.com/2016/01/oculus-rift-toybox/], and Sony's 'playroom
VR' allows multiple users to play together [ https://www.dailystar.co.uk/tech/gaming/692843/PS4-
VR-PRICE-DROP-Sony-PlayStation-reveal-MASSIVE-discount-coming-this-week].
4
'Facebook Space' is a service that enables various social activities in VR space within Facebook
[ https://newsroom.fb.com/news/2017/04/facebook-spaces/ ].
of VR devices by integrating social interactions, strength of the social ties (as a social network
characteristic), and enjoyment in TAM. The rest of this paper is organized as follows: Section 2
presents our hypotheses and models related to the adoption of VR devices, focusing on the existing
literature that uses TAM to analyze consumers’ intention to use information technology and
information devices. In Section 3, the operational definitions of the factors (constructs) that
constitute the model and the data collection procedure are explained. Section 4 presents the
estimation results, and Section 5 presents discussion and Section 6 presents our conclusions the
TAM is based on the Theory of Reasoned Action (TRA) that Davis (1985) proposed and is a
useful tool for empirically analyzing the factors that directly or indirectly affect user attitudes and
intent to use new information technologies (Davis, 1989). TAM has been applied in many studies
and has been used mainly to explain consumers’ initial adoption behavior of information technology
such as voicemail (Straub et al., 1995) and object-oriented technology (Hardgrave and Johnson,
2003). Recently, TAM has been widely used to analyze consumer adoption behavior of not only
information services such as online games (Hsu and Lu, 2004), mobile banking (Shaikh and
Karjaluoto, 2015), and social media (Lisha et al., 2017), but also information devices such as
smartphones (Joo and Sang, 2013) and smart watches (Kim and Shin, 2015). TAM has been
extended by adding general external variables, creating TAM2 and TAM3 (Venkatesh and Davis,
2000) and by adding external variables specific to particular ICT technologies (Park et al, 2014).
The basic constructs of TAM are perceived usefulness, perceived ease of use, usage attitude,
and intention to use. Perceived usefulness and perceived ease of use are the antecedent variables of
usage attitude and intention to use. Perceived usefulness is defined as “the degree to which a person
believes that using a particular system would enhance his or her job performance.” (Davis, 1989)..
Perceived ease of use is defined as the “degree to which users feel that using information technology
does not require physical [or] mental effort” (Davis, 1989). The validity and reliability of perceived
usefulness and perceived ease of use are supported by many studies (Wallace and Sheetz, 2014), and
those constructs are widely considered to be important variables in explaining usage attitude and
intention to use (Abdullah and Ward, 2016; Teo, 2016; Yang et al., 2016; Schepers and Wetzels,
2007).
Thus, the TAM model suggests that an innovative technology that is both easy to use and
useful will create a positive attitude among consumers and likely be accepted (Wallace and Sheetz,
2014). In this study, we define the perceived usefulness of a VR device as the degree to which
consumers believe that using the VR device will provide benefits to themselves. We define perceived
ease of use of a VR device as the degree to which consumers believe that using the device will be
simple and effortless, and we define usage attitude as the degree to which users expect the use of the
VR device to be positive. Based on the existing literature and those defined constructs, this study has
H1. The perceived usefulness of a VR device will positively affect usage attitude.
H2. The perceived usefulness of a VR device will positively affect intention to use.
H3. The perceived ease of use of a VR device will positively affect its perceived usefulness.
H4. The perceived ease of use of a VR device will positively affect usage attitude.
H5. The usage attitude toward a VR device will positively affect intention to use.
2.2 Perceived enjoyment of a VR device
Although the studies that analyzed the initial adoption behavior of information devices using
TAM mainly emphasized practicality, the importance of enjoyment to user acceptance has recently
been described (Sun and Zhang 2006). Perceived enjoyment is defined as the degree to which using
an information technology is perceived as fun (Venkatesh, 2000). Hsiao and Yang (2011) analyzed
TAM studies and found that perceived enjoyment has often been included as a basic factor in TAM
a key variable in the intention to use innovative devices such as VR devices, wearable devices, and
robots, all markets that are growing rapidly in the development of ICT. In addition, Abdullah at al.
(2016) found that in students' adoption of an e-portfolio, perceived enjoyment had a significant effect
on perceived usefulness and ease of use. In other words, perceived enjoyment can affect not only
intention to use but also perceived usefulness, perceived ease of use, and usage attitude. Park et al.
(2014) also found that perceived enjoyment in mobile social network games has a significant
influence on usage attitude. In the study of acceptance of AR technology similar to VR (Shin 2017),
it was confirmed that Hedonism, which shows the pleasure of using specific systems, improves
Previous studies using TAM to analyze the acceptability of VR devices have included
perceived enjoyment as a key factor, along with perceived usefulness and perceived ease of use,
following previous research on entertainment devices and services such as games (Yang et al., 2016;
Therefore, based on the existing literature, we defined the perceived enjoyment of VR as the
degree to which the user perceives the use of a VR device to be enjoyable, and we derived the
following hypotheses.
H6. The perceived enjoyment of a VR device will positively affect perceived usefulness.
H7. The perceived enjoyment of a VR device will positively affect perceived ease of use.
H8. The perceived enjoyment of a VR device will positively affect usage attitude.
H9. The perceived enjoyment of a VR device will positively affect intention to use.
In general, social interaction is the process of behaving and reacting with another, which in
this context means interactions among users (Choi and Kim, 2004). It is considered to be one of the
most important factors affecting the use of entertainment-related applications, including computer
Lazzaro (2004) argued that game players can obtain enjoyment by interacting with others.
Chen et al. (2017), in a study on the acceptance of mobile social games, found that social interaction
strongly influenced perceived enjoyment and was an important factor in determining users’ level of
participation. Thus, social interaction has a significant effect on the popularity of entertainment
because it plays a role in the storytelling used to build play experiences (Choi and Kim, 2004).
Shin (2017) confirmed that a social presence, which is defined as the degree to which a user
recognizes another person in augmented reality, indirectly increases satisfaction with the service. The
concept of social presence represents a perception of being connection to other social users in the
context of online games (Biocca et al., 2003). This concept, which indicates that two people
interacting through the technical drama have a sense of togetherness, has been understood as a
connection to other social users since the advent of VR (Shin and Biocca., 2017). VR interaction
between social users ultimately provides a feeling of coexistence (The Sense of Togetherness). In a
mediated world, this sense of coexistence is seen as a factor that allows users to immerse themselves
The development of VR game devices capable of social interaction means that users can
interact with other users while playing games or before and after games through computer-mediated
communication (King et al., 2010). Because those social interactions affect users’ satisfaction and
enjoyment (Ding et al., 2010; Lazzaro, 2004), it is reasonable to expect that social interactions will
Therefore, we define social interactions on a VR device as the degree to which users want to
interact with one another in the process of using VR devices, and we derived the following
hypothesis.
Strength of the social ties, defined as the "perceived strength of social relations among users,"
are an important basic component of social networks (Zhang et al, 2018; Gilbert and Karahalios,
2009). Woisetschläger et al. (2011) found that strength of the social ties can occur in the process of
using social network services such as Facebook and Instagram, and those strength of the social ties
increase the loyalty of users to the service. Choi (2012) also emphasized the importance of
considering perceived enjoyment and strength of the social ties together because the use of social
network services plays a multiplicative role in promoting user pleasure and enhancing their bonds
with others.
conjunction with SNS. It is thus reasonable to consider both perceived enjoyment and strength of the
social ties and expect that strength of the social ties could increase perceived enjoyment (Choi,
2012).
Therefore, we define strength of the social ties as the degree of communication between users
H11. Users’ strength of the social ties will positively affect perceived enjoyment.
[Insert Table 1]
3. Methods
The survey was completed by 350 people who live in Seoul and other cities 5 in South Korea
between July and August of 2017. The survey was conducted using face-to-face interviews by Gallup
Korea, a specialized research company. The interviewees were selected through probability sampling
with quota, which takes into account the distribution of gender and age as demographic characteristics 6.
Although probability sampling with quota does not differ from probability sampling in terms of sample
5
Gyeonggi (new city) and 5 major cities (Busan, Incheon, Daegu, Daejeon, and Gwangju)
6
The subjects of the questionnaire were all 20–59 years, considering the degree of purchasing
ability and familiarity with ICT devices.
representation, it has advantages in terms of time and costs (Kim et al., 2016; Sudman et al., 1996).
[Insert Table 2]
3.2 Measurement
As discussed in Section 2, this study considers the constructs of intention to use, usage
attitude, perceived usefulness, perceived ease of use, perceived enjoyment, social interaction, and
strength of the social ties to analyze VR device adoption. Three or more items from previous studies
were used to measure each construct. The questionnaire items are shown in Table 3. Specifically, this
study used four items from Venkatesh (2000) and Holsapple and Wu (2007) to measure perceived
enjoyment. Based on the research of Chang (2013) and Choi and Kim (2004), we appropriately
transformed three items on social interaction according to the purpose of this study. The items to
measure strength of the social ties are based on a study by Choi (2012). The detailed descriptive
statistics for all the constructs are shown in Table 4. The mean value for all constructs was 3.395,
[Insert Table 3]
[Insert Table 4]
analyze the data. Although there is an academic debate about separating and analyzing the
measurement model before analyzing the structural model7, the two-step approach is consistent with
many previous studies (Wallace and Sheetz, 2014; Chang, 2013; Chong and Chong, 2002) and has
the advantage of improving the measure before validating the structural model (Wallace and Sheetz,
2014). Thus, we first analyzed the measurement model to verify its reliability and validity and then a
The software package AMOS21 was used to analyze the reliability and validity of the
measurement items. The results are shown in Table 5. The Cronbach's alpha value for evaluating
internal reliability was more than 0.7 for all constructs, confirming reliability (Hair et al., 2012). The
convergent validity of each construct was evaluated using confirmatory factor analysis (CFA).
Specifically, convergent validity can be evaluated by examining the factor loading for each item and
the composite reliability (CR) and average variance extracted (AVE) for each construct that
In the CFA analysis, all factor loadings exceeded the minimum requirement of 0.6 to confirm
convergent validity (Anderson and Gerbing, 1988). For each construct, the CR was more than 0.7,
which is considered to be valid (Sharma, 1995; Hair et al., 2012). Also, the AVE for each construct
was greater than 0.5, further confirming satisfactory convergent validity (Fornell and Larcker, 1981).
7
It is possible to distinguish between a recommendation for a single process that combines a
measurement model and a structural model (Hayduk and Glaser, 2000; Hayduk, 1987) and a
recommendation for a two-step process of separately analyzing a measurement model and a
structural model (Herting and Costner, 2000; Anderson and Gerbing, 1988).
To confirm the discriminant validity, the correlation between two constructs should be smaller than
the square root of the AVE (Fornell and Larcker 1981). As shown in Table 6, this study model had
[Insert Table 5]
[Insert Table 6]
The results of the structural model analysis are shown in Fig. 1, which also shows the
standardized path coefficients and statistical significance of each path. In this study, the model was
analyzed by controlling for gender, age, and average monthly income. To test the fit of the research
model based on the hypotheses, 9 indices were measured (Chang, 2013): χ2 / d.f, goodness-of-fit
index (GFI), adjusted goodness-of-fit index (AGFI), normed fit index (NFI), non-normed fit index
(NNFI), comparative fit index (CFI), incremental fit index (IFI), RMSEA (root mean square error of
approximation), and SRMR (standardized root mean square residual). The results are shown in Table
7.
The χ2 / d.f. was 1.901, satisfying the fit threshold of 5.0 or less, and the CFI, NNFI, and IFI
were higher than the recommended minimum value of 0.908. The GFI and AGFI were also higher
than the recommended minimum of 0.80. In addition, the RMSEA and SRMR were lower than the
recommended maximum values of 0.06 and 0.09, respectively. Therefore, the overall fit of the
8
The NFI value of the study model is 0.885, which is not as good as the recommended level of 0.90,
but it is considered to be acceptable because it is close (Wallace and Sheetz, 2014).
research model is excellent.
[Insert Figure 1]
[Insert Table 7]
The results of the hypothesis tests are shown in Table 8, and all proposed causal relationships
are statistically significant except for H2 and H4. Specifically, perceived usefulness was an important
factor affecting usage attitude, supporting Hypothesis 1 (β=0.293, C.R.=3.219, p<0.01). But
Hypothesis 2 (β=0.089, C.R.=1.162, p>0.1) was not supported because the effect on the intention to
use was not statistically significant. Hypothesis 3 (β=0.359, C.R.=4.066, p<0.001) is supported,
indicating that perceived ease of use is an important factor influencing perceived usefulness, but
Hypothesis 4 (β=0.099, C.R.=1.067, p>0.1) is not supported, indicating that the effect on usage
The demographic control variable results showed that age had a significant negative impact
on enjoyment and strength of the social ties. Therefore, we can see that the younger the age, the
strength of social ties and enjoyment increases. Also, for social interaction, gender had a significant
negative impact and income had a significant positive impact on the social interaction. It can be seen
that a male with a higher income correlates to an increase in social interaction. In addition, since
income had a significant positive effect to strength of social ties, it can be interpreted that the higher
[Insert Table 8]
Perceived enjoyment was identified as an important factor statistically affecting all the basic
p<0.001); perceived ease of use, supporting Hypothesis 7 (β=0.608, C.R.=7.726, p<0.001); usage
attitude, supporting Hypothesis 8 (β=0.360, C.R.=3.810, p<0.001); and intention to use a VR device,
supported; thus social interaction and strength of the social ties affect perceived enjoyment.
Specifically, the effect of social interaction on perceived enjoyment was very high.
As shown in Fig. 1, perceived enjoyment, perceived usefulness, and usage attitude in this
structural model accounted for 51.4% of the variance in intention to use. At the same time, perceived
enjoyment, perceived ease of use, and perceived usefulness accounted for 44.6% of the variance in
usage attitude. In addition, social interaction and strength of the social ties accounted for 49.6% of
Finally, direct, indirect, and total effect analyses are shown in Table 9. Usage attitude had the
greatest influence on the intention to use in terms of direct effects. However, because social
interaction had the greatest indirect influence on intention to use and perceived enjoyment had the
greatest total effect, social interaction and perceived enjoyment are also important factors affecting
intention to use.
[Insert Table 9]
5. Discussion
The results of this study suggest several managerial and policy implications.
First, because Hypothesis 1 was supported and Hypothesis 2 was rejected, we deduce that
VR’s usefulness can promote a positive attitude toward VR among users, but it does not directly
increase intention to use. However, as shown by the support for Hypothesis 9, perceived enjoyment
directly affects intention to use. Thus, we conjecture that users normally consider VR to be for
pleasure rather than usefulness. Although Chow et al. (2012) similarly analyzed consumers’ adoption
behavior on a VR-related item—the acceptance of using Second Life, an online 3D virtual world—
and found that perceived usefulness significantly affected intention to use, their research item has the
distinct purpose of medical education. Similarly, Chen et al. (2012) analyzed teacher acceptance of
technology in the VR education environment through the TAM model, showing that usefulness had a
significant effect on intention. This can be attributed to different purposes for using the technology.
In this case, the use of VR devices for educational purposes was found to have a significant effect on
the intention to use because it improves the quality of education and facilitates effective learning.
However, amusement also has a significant effect on the intention to use; this study’s results indicate
that it is an important factor. Similarly, Huang et al. (2013) studied the acceptance of virtual reality in
travel and marketing domains, while Chen et al. (2012) studied the acceptance of wearable VR
devices. This study’s results support the existing hypothesis that enjoyment has a significant effect on
the intention to use. It is interesting to note that, although specific areas such as education and
marketing have been designated by the VR industry, entertainment is still an important factor in
despite the different intentions involved in accepting the technology. Most consumers thus appear to
This study’s results also indicate that most people interpret VR as an entertainment medium
used for applications such as games. These results are consistent with the high proportion of
Second, the rejection of Hypothesis 4 (perceived ease of use affects usage attitude) indicates
that users do not necessarily have a positive attitude toward VR even if they expect it to be easy to
use. Most survey respondents (96.6%) answered that they did not use VR. This is because most
consumers have not directly addressed the functions of VR. Respondents are thus aware of VR only
through indirect experience. Most such experience is derived from online media and TV. The VR
applications featured in most media can be viewed (Håkansson 2018) by mounting headgear. Users
can also implement their own motions in a virtual space using specific devices. They therefore rely
on visual content to use VR. This makes it unlikely that users will recognize the difficulty involved
in VR operations. Combined with the results of this study, such recognition is presumed to be the
most fundamental factor for ease of use. In other words, consumers appear to regard ease of use as an
essential VR attribute.
Ease of use does not significantly effect attitude because consumers perceive it as an essential
attribute. This is also explained in the KANO model9. These factors indicate that users may not
recognize the difficulty involved in operating a VR environment. Rather, they may consider that
Third, among the elements of TAM, perceived enjoyment had the largest total effect on the
intention to use VR. In fact, perceived enjoyment was significantly related to all the elements in
TAM: perceived usefulness, perceived ease of use, usage attitude, and intention to use. VR gives
users pleasure by providing a new experience. Thus, the perceived enjoyment of VR directly makes
users’ attitude toward VR more positive. Furthermore, perceived enjoyment is also significantly
related to perceived usefulness and perceived ease of use. Attitude is the core determinant in
increasing intention to use, so perceived enjoyment indirectly affects intention to use via attitude.
9
As introduced in KANO model, the functional requirements of the mandatory attributes show the
minimum level that the consumer expects of the product. That is, if the level of functional
requirements of this mandatory attribute is lowered, the dissatisfaction with the consumer's
perception of the product deteriorates very rapidly, but conversely, no matter how high the level of
this functional requirement, the consumer's satisfaction level does not rise above a certain level.
Fourth, judging from the size of their indirect effect on intention to use, social interactions
and strength of the social ties could play a key role in increasing perceived enjoyment. In other
words, sharing the new experiences provided by using VR with other users enhances consumer
enjoyment of VR such that users with strong strength of the social ties have more perceived
enjoyment. Despite significant technological advances, VR is not yet widely used and is thought to
be in the early adopter stage (Ryynänen, J. 2018). Thus, this result suggests that invigorating social
networks when marketing VR products and services could play a crucial role in helping them cross
6. Conclusion
This study has scrutinized consumers’ adoption of VR devices using an extended TAM to
empirically test the role of perceived enjoyment and social network activity in the adoption of VR
devices while controlling for users' gender, age, and monthly income.
related characteristics (a trend in the VR industry) and their effects on the acceptability of VR
devices to users. Similar to previous TAM studies of new media and SNS, this study found that
perceived enjoyment is an important factor, especially for intention to use. Therefore, the results
about enjoyment revealed in this study can promote understanding of consumer behavior in adopting
VR and provide meaningful information about the diffusion of VR technologies and devices.
This study also provides meaningful insights for VR device manufacturers. Specifically,
social interactions in VR enhance user enjoyment, and the positive attitude formed through those
social interactions strongly influences intention to use. Thus, this study demonstrates that adding
social network services can promote VR acceptance and confirms that social interactions are an
essential element in the entertainment industry, not an optional one. Therefore, companies should
relationships among users. In addition, marketing strategies should target users who already have
experience with VR. Providing an environment in which users can share their experiences in detail
is expected to enable viral marketing. In addition, from a demographic standpoint, social interaction
and the strength of the social ties to VR, can be in general, be positively responded to by men, high
income individuals and young people. Also, the enjoyment factor may be more effective towards
New services create entirely new values and lead to the emergence of diverse business
models (Shin and Biocca, 2017). Only 10 years ago, social media platforms such as Facebook used
only images and text. At present, however, various business models are emerging by combining
various video and real-time broadcast services. Social networking through VR has enabled existing
social media users to communicate in the virtual environment space. This will provide the Sense of
Togetherness, which is similar to a real environment in which the user feels they share a virtual
environment that cannot be provided through existing social media. As a result, experiences with the
new services provided through social VR are expected to lead to the emergence of diverse business
Although this study provides meaningful insights about the adoption and acceptance of VR
devices, it has some limitations that should be considered in future studies. First, the scope of the VR
concept in this study is broad; it covers the entire VR industry, not VR applied to specific areas.
Therefore, our results cannot distinguish differences among individual VR applications. Second, this
study’s survey was conducted based on the general perception of consumer VR; it does not reflect
direct user experience. Most questionnaire respondents had no experience using VR. This study’s
results therefore seem to have been influenced by indirect media experiences through formats such as
TV, YouTube, and social media. Future research should thus examine direct user experiences with
VR applications available through social networks. Third, this study considered only two external
constructs: social interactions and strength of the social ties. Therefore, future studies should
incorporate other variables, such as self-esteem, peer effects, innovativeness, and information leaks,
which are frequently considered as external variables in TAM, to more usefully determine the effects
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Table 9. Direct, indirect, and total effects of the constructs on intention to use
List of Figures
Fig. 1. Summary of hypothesis tests
Table 1
1. IU 2. AT 3. PU 4. PEOU 5. PE 6. SI 7. ST
1. IU 0.901
2. AT 0.670 0.794
3. PU 0.551 0.606 0.791
4. PEOU 0.524 0.528 0.664 0.744
5. PE 0.577 0.576 0.658 0.638 0.744
6. SI 0.568 0.598 0.569 0.531 0.635 0.727
7. ST 0.367 0.358 0.404 0.397 0.398 0.455 0.745
Note: Diagonal elements indicate the square root of the average variance extracted.
Table 7
Standardized
Hypothesis SE CR P-value Result
coefficient
H1. PU→AT 0.293 0.068 3.219 0.001 Supported
H2. PU→IU 0.089 0.087 1.162 0.245 Not Supported
H3. PEOU→PU 0.359 0.111 4.066 *** Supported
H4. PEOU→AT 0.099 0.086 1.067 0.286 Not Supported
H5. AT→IU 0.437 0.110 6.105 *** Supported
H6. PE→PU 0.441 0.096 5.356 *** Supported
H7. PE→PEOU 0.608 0.073 7.726 *** Supported
H8. PE→AT 0.360 0.082 3.810 *** Supported
H9. PE→IU 0.263 0.108 3.268 0.001 Supported
H10. SI→PE 0.607 0.098 7.654 *** Supported
H11. ST→PE 0.197 0.062 3.273 0.001 Supported
Note: ∗∗∗ p < 0.001
Table 9
2
Note: ∗p < 0.01, R indicates the degree to which a latent variable can be explained by the preceding
factor.
Highlights
Perceived enjoyment of VR is a core factor that both directly and indirectly influences the
intention to use VR.
Social interactions and strength of the social ties are significant factors that increase the
perceived enjoyment of VR.
People recognize that using VR is not difficult.
Users generally adopt VR for enjoyment rather than usefulness.