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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

Abstract

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.

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[Fig.1] Research Model : VR Game TAM

[Table 1] Research Questions

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[Table 2] General Statistical Analysis of the Survey

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[Table 3] Reliability Verification of the Survey

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[Table 4] Correlation of the Survey

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[Table 5] Regression Result of the Survey

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