2021
DOI: 10.1080/0144929x.2021.1876767
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A holistic analysis towards understanding consumer perceptions of virtual reality devices in the post-adoption phase

Abstract: View related articlesView Crossmark data Citing articles: 1 View citing articlesA holistic analysis towards understanding consumer perceptions of virtual reality devices in the post-adoption phase

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Cited by 20 publications
(9 citation statements)
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References 108 publications
(115 reference statements)
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“…With 15 constructs in the model of this study, the size of the sample was sufficient (336 > 10 Â 10). Third, the sample size was within the range of those used in other studies: 120 to 201 (Dehghani et al, 2022;Han et al, 2020;Kim & Ko, 2019;Tussyadiah et al, 2018).…”
Section: Data Collectionmentioning
confidence: 93%
“…With 15 constructs in the model of this study, the size of the sample was sufficient (336 > 10 Â 10). Third, the sample size was within the range of those used in other studies: 120 to 201 (Dehghani et al, 2022;Han et al, 2020;Kim & Ko, 2019;Tussyadiah et al, 2018).…”
Section: Data Collectionmentioning
confidence: 93%
“…The first stage of the meta-analysis examined all 23 relationships in the (d) UTAUT 2 with the use of variables such as price and hedonic factors (Davis et al, 1989;Venkatesh & Davis, 2000;Venkatesh et al, 2003;Venkatesh et al, 2012). Some studies extended the theoretical models through the use of unique variables such as perceived enjoyment (Manis & Choi, 2019;Vishwakarma et al, 2020a), curiosity (Langaro et al, 2022;Manis & Choi, 2019), innovativeness (Sagnier et al, 2020;Seong & Hong, 2022), and perceived immersion (Dehghani et al, 2022;Vishwakarma et al, 2020a;Jang & Park, 2019). Figure 4 provides a detailed map of the relationships examined in the literature.…”
Section: Meta-analysismentioning
confidence: 99%
“…The theme environment revolves around experiences in VR from a design and immersion perspective. The literature in this area examines the key design elements of VR, which include immersion (i.e., the level of users' involvement and sense of presence), interactivity (i.e., the way users interact with the virtual environment, which may include physical movements, controllers, and voice commands), and realism (i.e., how close the virtual environment mimic the real-world) (see Ball et al, 2021;Bogicevic et al, 2019;Bower et al, 2020;Chang, 2022;Crescentini et al, 2016;Dehghani et al, 2022;Gelder et al, 2018;Guttentag, 2010;Jacobsen et al, 2022;Jang & Park, 2019;Leung et al, 2022;Lin & Yeh, 2019;Luna-Nevarez & McGovern, 2021;McGill et al, 2016;Oh & Kong, 2022;Peukert et al, 2019;Sepasgozar et al, 2021;Shin, 2017;Vishwakarma et al, 2020aVishwakarma et al, , 2020b. The immersion aspect of VR allows users to have an increased sense of engagement (compared with traditional 2D channels) in various activities, such as shopping and education (e.g., Bower et al, 2020;Luna-Nevarez & McGovern, 2021;McGill et al, 2016;Peukert et al, 2019;Shin, 2017).…”
Section: Environmentmentioning
confidence: 99%
“…One of them is health and safety implications (LaViola et al 2017;Fuchs 2018;Khakurel et al 2018;Çöltekin et al 2020;Olson et al 2020;Anses 2021;Ens et al 2021). Virtual environment creators and head-mounted display (HMD) manufacturers do not seem to consider human factors/ergonomics enough in their design processes (Dehghani et al 2021;Saghafian et al 2021;Szopa and Soares 2021). However, virtual reality-induced symptoms and effects (VRISE) have been documented for more than thirty years (Kennedy et al 1993;Keller and Colucci 1998;Cobb et al 1999;Nichols 1999;Nichols and Patel 2002;Sharples et al 2008;Melzer et al 2009;Fuchs 2017Fuchs , 2018Souchet 2020;Grassini and Laumann 2021).…”
Section: Introductionmentioning
confidence: 99%