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The adoption of virtual reality devices: The technology acceptance model integrating enjoyment, social interaction, and strength of the social ties

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dc.contributor.authorLee, Junghyo-
dc.contributor.authorKim, Junghun-
dc.contributor.authorChoi, Jae Young-
dc.date.accessioned2022-07-09T14:03:38Z-
dc.date.available2022-07-09T14:03:38Z-
dc.date.created2021-05-12-
dc.date.issued2019-06-
dc.identifier.issn0736-5853-
dc.identifier.urihttps://scholarworks.bwise.kr/hanyang/handle/2021.sw.hanyang/147654-
dc.description.abstractRecently, 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.-
dc.language영어-
dc.language.isoen-
dc.publisherELSEVIER-
dc.titleThe adoption of virtual reality devices: The technology acceptance model integrating enjoyment, social interaction, and strength of the social ties-
dc.typeArticle-
dc.contributor.affiliatedAuthorChoi, Jae Young-
dc.identifier.doi10.1016/j.tele.2018.12.006-
dc.identifier.scopusid2-s2.0-85058973305-
dc.identifier.wosid000469309400004-
dc.identifier.bibliographicCitationTELEMATICS AND INFORMATICS, v.39, pp.37 - 48-
dc.relation.isPartOfTELEMATICS AND INFORMATICS-
dc.citation.titleTELEMATICS AND INFORMATICS-
dc.citation.volume39-
dc.citation.startPage37-
dc.citation.endPage48-
dc.type.rimsART-
dc.type.docTypeArticle-
dc.description.journalClass1-
dc.description.isOpenAccessN-
dc.description.journalRegisteredClassssci-
dc.description.journalRegisteredClassscopus-
dc.relation.journalResearchAreaInformation Science & Library Science-
dc.relation.journalWebOfScienceCategoryInformation Science & Library Science-
dc.subject.keywordPlusPLAY ONLINE GAMES-
dc.subject.keywordPlusUSER ACCEPTANCE-
dc.subject.keywordPlusPERCEIVED EASE-
dc.subject.keywordPlusFLOW EXPERIENCE-
dc.subject.keywordPlusFIT INDEXES-
dc.subject.keywordPlusUSAGE-
dc.subject.keywordPlusTAM-
dc.subject.keywordPlusDETERMINANTS-
dc.subject.keywordPlusINTENTION-
dc.subject.keywordPlusVARIABLES-
dc.subject.keywordAuthorVirtual reality-
dc.subject.keywordAuthorTechnology adoption-
dc.subject.keywordAuthorTechnology acceptance model-
dc.subject.keywordAuthorEnjoyment-
dc.subject.keywordAuthorSocial interaction-
dc.subject.keywordAuthorStrength of the social ties-
dc.identifier.urlhttps://www.sciencedirect.com/science/article/pii/S0736585318306415?via%3Dihub-
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GRADUATE SCHOOL OF TECHNOLOGY & INNOVATION MANAGEMENT (DEPARTMENT OF TECHNOLOGY MANAGEMENT)
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