The adoption of virtual reality devices: The technology acceptance model integrating enjoyment, social interaction, and strength of the social ties
DC Field | Value | Language |
---|---|---|
dc.contributor.author | Lee, Junghyo | - |
dc.contributor.author | Kim, Junghun | - |
dc.contributor.author | Choi, Jae Young | - |
dc.date.accessioned | 2022-07-09T14:03:38Z | - |
dc.date.available | 2022-07-09T14:03:38Z | - |
dc.date.created | 2021-05-12 | - |
dc.date.issued | 2019-06 | - |
dc.identifier.issn | 0736-5853 | - |
dc.identifier.uri | https://scholarworks.bwise.kr/hanyang/handle/2021.sw.hanyang/147654 | - |
dc.description.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. | - |
dc.language | 영어 | - |
dc.language.iso | en | - |
dc.publisher | ELSEVIER | - |
dc.title | The adoption of virtual reality devices: The technology acceptance model integrating enjoyment, social interaction, and strength of the social ties | - |
dc.type | Article | - |
dc.contributor.affiliatedAuthor | Choi, Jae Young | - |
dc.identifier.doi | 10.1016/j.tele.2018.12.006 | - |
dc.identifier.scopusid | 2-s2.0-85058973305 | - |
dc.identifier.wosid | 000469309400004 | - |
dc.identifier.bibliographicCitation | TELEMATICS AND INFORMATICS, v.39, pp.37 - 48 | - |
dc.relation.isPartOf | TELEMATICS AND INFORMATICS | - |
dc.citation.title | TELEMATICS AND INFORMATICS | - |
dc.citation.volume | 39 | - |
dc.citation.startPage | 37 | - |
dc.citation.endPage | 48 | - |
dc.type.rims | ART | - |
dc.type.docType | Article | - |
dc.description.journalClass | 1 | - |
dc.description.isOpenAccess | N | - |
dc.description.journalRegisteredClass | ssci | - |
dc.description.journalRegisteredClass | scopus | - |
dc.relation.journalResearchArea | Information Science & Library Science | - |
dc.relation.journalWebOfScienceCategory | Information Science & Library Science | - |
dc.subject.keywordPlus | PLAY ONLINE GAMES | - |
dc.subject.keywordPlus | USER ACCEPTANCE | - |
dc.subject.keywordPlus | PERCEIVED EASE | - |
dc.subject.keywordPlus | FLOW EXPERIENCE | - |
dc.subject.keywordPlus | FIT INDEXES | - |
dc.subject.keywordPlus | USAGE | - |
dc.subject.keywordPlus | TAM | - |
dc.subject.keywordPlus | DETERMINANTS | - |
dc.subject.keywordPlus | INTENTION | - |
dc.subject.keywordPlus | VARIABLES | - |
dc.subject.keywordAuthor | Virtual reality | - |
dc.subject.keywordAuthor | Technology adoption | - |
dc.subject.keywordAuthor | Technology acceptance model | - |
dc.subject.keywordAuthor | Enjoyment | - |
dc.subject.keywordAuthor | Social interaction | - |
dc.subject.keywordAuthor | Strength of the social ties | - |
dc.identifier.url | https://www.sciencedirect.com/science/article/pii/S0736585318306415?via%3Dihub | - |
Items in ScholarWorks are protected by copyright, with all rights reserved, unless otherwise indicated.
222, Wangsimni-ro, Seongdong-gu, Seoul, 04763, Korea+82-2-2220-1365
COPYRIGHT © 2021 HANYANG UNIVERSITY.
Certain data included herein are derived from the © Web of Science of Clarivate Analytics. All rights reserved.
You may not copy or re-distribute this material in whole or in part without the prior written consent of Clarivate Analytics.