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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.

본 연구는 VR 게임의 지속가능한 발전을 위해 VR 게임의 어떤 요소가 사용자에게 만족감 및 지속적인 사용을 이끌어내는 요인들을 확인하는 것을 목표로 하고 있다. 구체적으로 VR 게임의 수용 및 지속적 이용의도를 예측하기 위해 지각된 비용, 프레즌스, 만족 변수가 추가된 확장된 기술수용 모델의 제안을 시도하였다. 분석 결과, 세 가지 요인이 추가된 확장된 기술수용모델이 기존 모델보다 대체적으로 VR 게임의 특성 및 이용자들에게 미치는 영향을 설명하는데 유리한 것으로 파악되었다. 본 연구는 VR게임의 핵심적인 특성을 고려한 연구 모형을 제안하였고 어떤 요소가 지속적 이용의도를 이끌어내는가를 살펴봄으로써 이용자 관점 VR게임 연구에 기여하고자 한다.

Keywords

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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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