A study on the Intention of Using VR Games: Focusing on Technology Acceptance Model(TAM)

VR 게임 이용 의도에 관한 연구 -기술 수용 모델을 중심으로-

  • Na, Ji Young (Dept. of Content Convergence, Ewha Womans University) ;
  • Wui, Min-Young (Dept. of Content Convergence, Ewha Womans University)
  • 나지영 (이화여자대학교 융합콘텐츠학과) ;
  • 위민영 (이화여자대학교 융합콘텐츠학과)
  • Received : 2019.05.13
  • Accepted : 2019.06.11
  • Published : 2019.06.19


The purpose of this study is to identify what elements of VR games satisfy and continuous usage for the sustainable development of VR games. Specifically, an extended acceptance model was proposed with the addition of perceived costs, presences, satisfied variables to predict the acceptance and the intention of continued use of VR games. As a result, in general, it was found that the extended technology acceptance model with three external factors is more advantageous to explain the characteristics of VR game and its effect on users than the existing model. This study is suggested an integrated research model that considers the core characteristics of VR games and observe which factors lead to the persistent intention to contribute to the study about the VR game.

KGOHCL_2019_v19n3_53_f0001.png 이미지

[Fig.1] Research Model : VR Game TAM

[Table 1] Research Questions

KGOHCL_2019_v19n3_53_t0001.png 이미지

[Table 2] General Statistical Analysis of the Survey

KGOHCL_2019_v19n3_53_t0002.png 이미지

[Table 3] Reliability Verification of the Survey

KGOHCL_2019_v19n3_53_t0003.png 이미지

[Table 4] Correlation of the Survey

KGOHCL_2019_v19n3_53_t0004.png 이미지

[Table 5] Regression Result of the Survey

KGOHCL_2019_v19n3_53_t0005.png 이미지


  1. Juhwan Lee, Game is the core of the Fourth Industrial Revolution, The Games,
  2. (Super data Research), Augumented and mixed reality earnings are set to surpass virtual reality by 2021 http's://
  3. (K. T. Manis and D. Choi), The virtual reality hardware acceptance model (VR-HAM): Extending and individuating the technology acceptance model (TAM) for virtual reality hardware, Journal of Business Research
  4. Chunchun Jin, Hyunjung Park, Consumer Study on the Acceptance of VR Headsets based on the Extended TAM, Journal of Digital Convergence, 16(6), pp. 275-289, 2018.
  5. P. C. Lin, H. K. Lu, Y. H. Lin, and W. H. Tsang, A study of a mobile game on the interrelationships of technology acceptance, interpersonal relation, sense of direction, and information literacy - A case of Pockemon GO, International Journal of Information and Education Technology. Vol.7, No.12, pp.942-947, 2017.
  6. J. Steuer, Defining virtual reality: Dimensions determining telepresence, Journal of Communication. Vol. 42. No. 44. pp. 73-93, 1992.
  7. T. B. Sheridan, Musings on telepresence and virtual presence, Presence: Teleoperators and Virtual Environments. Vol. 1. No. 1. pp. 120-126, 1992.
  8. C. Heeter, Being there: The subjective experience of presence, Presence: Teleoperators and Virtual Environments. Vol. 1. No. 2. pp. 262-271, 1992.
  9. E. M. Rogers, Diffusion of Innovation (5th ed.), Free Press, 2003.
  10. P. Kotler, K. L. Keller and F. Bliemel, Marketing-Management: Strategien fur wertschaffendes, Pearson, 2007.
  11. F. F. Reichheld and P. Schefter, E-Loyalty: Your secret weapon on the web, Harvard Business Review. Vol. 78. No. 4. pp.105-113, 2000.
  12. W. H. DeLone and E, R. MeLean, Information system success: The quest for the dependent variable, Information System Research. Vol. 3. No. 1. pp. 60-95, 1992.
  13. B. Ives, M. H. Olson and J. J. Baroudi, The measurement of user, information satisfaction, Communication of the ACM. Vol. 26. No. 10. pp. 785-79, 1983.
  14. Jangeun Bae, Seungin Kim, Proposal of Fitness Service based on Virtual Reality Game and u-Healthcare for Improving Leisure Satisfaction, 15(1), pp. 133-144, 2015.
  15. F. Biocca, Communication within virtual reality: Creating a space for research, Journal of Communication. Vol. 42. No. 4. pp. 5-22, 1992.
  16. F. P. Brooks, What's real about virtual reality, Computer Graphics and Applications. Vol. 19. No. 6. pp. 16-27, 1999.
  17. J. Moon and Y. Kim, Extending the TAM for a World-Wide-Web context, Information Management. Vol. 38. No. 4. pp. 217-230, 2001.
  18. L. Castaneda and M. Pacampara, Virtual reality in the classroom - An exploration of hardware, management, content and pedagogy. Society for Information Technology & Teacher Education International Conference, 2018.
  19. Hyejin Bae, (A) study on the Priority of Virtual Reality game elements using Delphi and AHP : Focused on the FPS games, Master's degree thesis, Inje University, Kyung Sangnamdo, 2003.
  20. Hyungjun Jang, A Study on the Influence of VR Characteristics on User Satisfaction and Intention to Use Continuously, Doctor's degree thesis, Seoul National University of Science and Technology, Seoul, 2018.
  21. R. Tamborini and N. D. Bowman, Presence in video games, In Immersed in media: Telepresence in everyday life. Routledge, 2010.
  22. D. Weibel and B. Wissmath, Immersion in computer games: The role of spatial presence and flow, International Journal of Computer Games Technology. Vol. 2011. ArticleID. 282345. 2011.
  23. Hosik Lee, The Effects of Prior Similar Experience on Presence of a VR Game: Focusing on the Mediating Effects of Flow, Master's degree thesis, Sogang University, Seoul, 2016.
  24. Jin Yoon, A Study on the Effect of User's Environment and the characteristics of Smart Phone on Acceptance Intention for Smart Phone, Master's degree thesis, Chonbuk National University, Jeollabuk-do, 2011.
  25. A. Cavaye, User participation in system development revisited, Information and Management archive. Vol. 28. No. 5. pp. 311-323, 1995.
  26. J. L. hong, S. Hong and L. Y. Tam, The effects of post-adoption beliefs on the ecpectation-confirmation modelfor information technology continuance, International Journal of Human Computer Studies. Vol. 64. No. 9. pp. 799-810, 2006.
  27. F. D. Davis, Perceived usefulness, easy of use, and the user acceptance of information technology, MIS Quarterly. Vol. 13. No. 3. pp. 319-340, 1989.
  28. Jaehyun Yoo, Chul Park, A Comprehensive Review of Technology Acceptance Model Researches, Entrue Journal of Information Technology, 9(2). pp.31-50, 2010.
  29. D. A. Adams, R. R. Nelson and P. A. Todd, Perceived usefulness, ease of use, and usage of information technology: A replication, MIS Quarterly. Vol. 16. No. 2. pp. 227-247, 1992.
  30. R. Agarwal and J. Prasad, The role of innovation characteristics and perceived voluntariness in the acceptance of information technologies, Decision Science. Vol. 28. No.3. pp. 557-582, 1997.
  31. R. E. Rice, A. E. Grant, J. Schmitz and J. Torobin, Individual and network influences on the adoption and perceived outcomes of electronic messaging, Social Networks. Vol. 12. No. 1. pp. 27-55, 1990.
  32. Woongkyu Lee, Risk has been considered as one of very important topics in traditional consumer behavior theoretica., The Korea Society of Management information Systems, 17(1), pp. 77-93, 2007.
  33. Jung Cho, Extending the TAM model to explore the factors that affect intention to use smart TV : focusing on Chinese consumer, Master's degree thesis, Kyunghee University, Seoul, 2016.
  34. Junghak Lee, Yongseok Jang, Jaehwan Kim, Examination of Adaptive of Technology Acceptance Model and Information Quality for Potal-Site Sports Information of Usage Intention , The Korean Journal of Physical, 55(1), pp. 375-389, 2016.
  35. D. H. McKnight, V. Choudhuryb and C. Kacm, The impact of initial consumer trust on intentions to transact with a web site: a trust building model, Journal of Strategic Information Systems. Vol. 11. No. 3-4. pp. 297-323, 2002.
  36. Kwon Joong-moon, Lee Sang-sik, A Study on the Determinants of Presence. Media Science Research, 7(2) and 5-38, 2006.
  37. Nam Sun-sook, VR game type has an impact on the evaluation of device/recognized characteristics, presences, Chung-Ang University Master's thesis
  38. B. G. Witmer, and M. J. Singer, Measuring presence in virtual environments: A presence questionnaire, Presence: Teleoperators and Virtual Environments. Vol. 7. No. 3. pp. 225-240, 1998.
  39. Jang Han-jin, Noh Ki-young, Adopting Virtual Reality Devices by Early Users Using Technology Acceptance Models Behavioral Study. Digital Melting Research, 15(5), 353-361, 2017.