2020
DOI: 10.3389/fpsyg.2020.00251
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Exploring the Benefit and Sacrifice Factors of Virtual Reality Gameplay

Abstract: Although Virtual reality (VR) entertainment is now relatively popular, the adoption of VR devices is still low. In this study, a framework based benefit and sacrifice factors was developed to understand players' intention to use VR devices to play games. Online questionnaire items were developed and published to collect the responses from university students in Taiwan. The feedback of 152 inexperienced players and 150 experienced players were collected. The eleven hypotheses were tested by using SmartPLS, a st… Show more

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Cited by 11 publications
(9 citation statements)
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References 28 publications
(36 reference statements)
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“…Flow is an enjoyable experience that occurs when people are completely immersed in activities and enjoy the goal-achievement process ( Csikszentmihalyi, 1990 ). Having clear goals is a precondition for flow ( Csikszentmihalyi, 1990 ; Lee et al, 2020 ). In learning, the acquisition of knowledge and skills is regarded as a fundamental goal.…”
Section: Research Model and Hypothesesmentioning
confidence: 99%
See 1 more Smart Citation
“…Flow is an enjoyable experience that occurs when people are completely immersed in activities and enjoy the goal-achievement process ( Csikszentmihalyi, 1990 ). Having clear goals is a precondition for flow ( Csikszentmihalyi, 1990 ; Lee et al, 2020 ). In learning, the acquisition of knowledge and skills is regarded as a fundamental goal.…”
Section: Research Model and Hypothesesmentioning
confidence: 99%
“…Most studies have explored the hedonic experiences of users based on flow theory ( Kim and Hall, 2019 ; Lee et al, 2020 ; Yen and Lin, 2020 ), according to which flow is a pleasant experience of complete absorption in a task. The study of Alraimi et al (2015) argued that the pleasant feelings of users help to strengthen their motivation to use and continue to use information technology for learning.…”
Section: Introductionmentioning
confidence: 99%
“…It provides synthetic content for the senses for visual, sound and touch perceptions to approach the experiences of an actual environment (Zhao, 2009). VR provides users with the advantage of a “presence” in the virtual environment (Lee et al , 2020a). However, VR has disadvantages for users, such as cybersickness.…”
Section: Extended Reality Development In Tourism Experience Journeymentioning
confidence: 99%
“…Image perception is essential for virtual rides and virtual heritage tour activities (Wijayanti and Damanik, 2019; Milman et al , 2012). Moreover, VR can help provide these images in fully immersive environments (Lee et al , 2020a). Additionally, MR can be used in onsite activities that require interaction with visitors (Rokhsaritalemi et al , 2020).…”
Section: Multisensory Extended Reality In Different Tourism Domains A...mentioning
confidence: 99%
“…This study started with the three characteristics of space-time (derived from immersion, focusing on the teachers and students in different spaces teaching in the same virtual environment), imagination, and interactive VR (Chen et al, 2019a;Lee et al, 2020). We investigated the effect of VR technology and artificial intelligence technology on VR-based skills distance learning and the effectiveness of learning, using the "You, Calligrapher" VRbased painting application as an experimental tool, utilizing a combination of quantitative and qualitative methods.…”
Section: Introductionmentioning
confidence: 99%