Browse > Article
http://dx.doi.org/10.7583/JKGS.2019.19.5.115

A Study on the Reuse Intention of Virtual Reality(VR) Content Using Technology Acceptance Model  

Qiao, Rongrong (Dept. of Culture Technology, Jeonju University)
Han, Dongsoong (Dept. of Game Contents, Jeonju University)
Abstract
This study analyzed factors affecting the perceived fun of VR contents' reuse intention through use of the technology acceptance mode. The factors associated with perceived fun were identified by setting the content quality, VR characteristics, emotional character and flow. The results demonstrate that perceived fun exercises a positive effect on VR characteristics, emotional character and flow, but that high content quality does not have an affect on perceived fun. Also perceived fun, perceived usefulness and perceived ease of use are all influenced by the intention to reintegrate.
Keywords
Virtual Reality; fun; Technology Acceptance Model;
Citations & Related Records
Times Cited By KSCI : 1  (Citation Analysis)
연도 인용수 순위
1 Disztinger, P., et al., "Technology acceptance of virtual reality for travel planning", Information and Communication Technologies in Tourism 2017, Springer, pp. 255-268, 2017.
2 Ock Su Kim , "A study on factors influencing purchase intention of personal VR devices : based on the personal tendency factors that individual perceive, and the external social factors that individual perceive", A Dissertation for the Degree of Master, Yonsei University, 2017.
3 Choi., et al., "Toward the construction of fun computer games: Differences in the views of developers and players", Personal Technologies, 3(3), pp. 92-104, 1999.   DOI
4 Yoon, Hyungsup, "A Study on the Evaluation Model of Fun in MMORPGs", A Dissertation for the Degree of Doctor, Sangmyung University, 2009.
5 Chung Dong-hun, "User-based Theories and Practices on Virtual Reality", Informatization policy, 24(1), pp. 3-29, 2017.   DOI
6 Nam, Sun Sook, "Influence of VR game type on the Evaluation of Device/ Perceived characteristics, Presence and Enjoyment", A Dissertation for the Degree of Doctor, The Graduate School of Mass Communication, Chung-Ang University, 2017.
7 Mukherjee, Sayantani, "Fun Element in Product Experiences: Insights from Young Adults' Engagement with Video Games", CA: University of California Irvine, 2007.
8 Vieira, L. C. and F. S. C. da Silva, "Assessment of fun in interactive systems: A survey", Cognitive Systems Research, 41, pp. 130-143, 2017.   DOI
9 Weibel, D. and B. Wissmath, "Immersion in computer games: The role of spatial presence and flow", International Journal of Computer Games Technology 2011, pp. 6, 2011.
10 Cho, Nae Eul, "A Study on the Influence of 'Fun' Factors on Intention to Use Social Platform", A Dissertation for the Degree of Doctor, The Graduate School of Korea University, 2017.
11 Bertrand, M. and S. Bouchard, "Applying the technology acceptance model to VR with people who are favorable to its use", Journal of Cyber Therapy & Rehabilitation1(2), pp. 200-210, 2008.
12 Jang Seung Hwan , Jae Choon Lee, Rhim Jin Hyuk, "The Effects of the Use of Employment Programs on the Educational Satisfaction of University Students", The Journal of Employment and Career Vol. 7, No. 3 - September 2017   DOI
13 Holsapple, C. W. and J. Wu, "User acceptance of virtual worlds: The hedonic framework", ACM SIGMIS Database: The DATABASE for Advances inI nformation Systems, 38(4), pp. 86-89, 2007.   DOI
14 Koufaris, M., and Hampton-Sosa, W, "The development if Initial Trust in an Online Company by New Customer", Information & Management, 41(3), pp. 377-397, 2004.   DOI
15 Yoo Young-hwa, Cho Kyung-ja, Han Kwang-hee, "The effects of surprise and postdiction on cognitive interest" Korean Journal of Cognitive and Biological Psychology, 14(2), pp. 87-106, 2002.
16 Jeon, Jongsoo, "A study on the influence of the gameaddiction by fun factors in MMORPG", A Dissertation for the Degree of Doctor, Graduate School of Hanyang University, 2010.
17 Csikszentmihalyi, M., "Flow: The Psychology of Optimal Experience", New York: Harper Collins, pp. 30-334, 1990.
18 Zeltzer, D., "Autonomy, interaction, and presence", Presence: Teleoperators & Virtual Environments1, (1), pp. 127-132, 1992.   DOI
19 Csikszentmihalyi, M., "Beyond boredom and anxiety: Experiencing flow in work and play", San Francisco: Jossey-Bass, pp. 2-231, 1975.
20 Sung,Nak Suk, "The Efect of Fun Party Events on Flow Experience, Leisure and Life Satisfaction, Continuous Participation Intention", A Dissertation for the Degree of Doctor, Kyonggi University, 2013.
21 Kim, Hyo Sun, "Real Time Head Tracking using Cameras within the Projection Wall Environment", A Dissertation for the Degree of Master, Ewha Women's University, 2002.
22 McManus, I. C. and A. Furnham, ""Fun, Fun, Fun": Types of Fun, Attitudes to Fun, and their Relation to Personality and Biographical Factors", Psychology01(03), pp. 159-168, 2010.   DOI
23 Lee, Yongsoo, "Characteristics of Interaction in Virtual Reality and Augmented Reality-Focused on Peirce's semiotics", A Dissertation for the Degree of Doctor, Hongik University, 2015.
24 Jiyoung Na, "A Study on the Intention of Using VR Games : Focusing on Technology Acceptance Model(TAM)", A Dissertation for the Degree of Doctor, Ewha Women's University, 2019.
25 J. Huizinga, "Homo Ludens: A study of the play-element in culture", Routledge & Kegan Paul Ltd, pp. 1-28, 1944.
26 Malone, T. W., "What makes things fun to learn? Heuristics for designing instructional computer games", Proceedings of the 3rd ACM SIGSMALL symposium and the first SIGPC symposium on Small systems, ACM, pp. 9-80, 1980.
27 Lazzaro, Nicole, "Why we play games: Four keys to more emotion without story", Player Experience Research and Design for Mass Market Interactive Entertainment, Game developers Conference, pp. 1-8, 2004.
28 Chang, Hyung Jun, "Study on the Influence of VR Characteristics on UserSatisfaction and Intention to Use Continuously-Focusing on VR Presence, User Characteristics, and VR Sickness", A Dissertation for the Degree of Doctor, Graduate School of Public Policy and Information Technology, Seoul National University of Science and Technology, 2018.
29 Shin Gun Kwon, "Amos 23 Follow statistical analysis", Seoul: Cheongdam, pp. 178, 2016.
30 Roh Kyung-sup, "Statistics Analysis of papers I know and write," Seoul: Hanbit Academy, pp. 106-109, 2016.
31 Bae Byung-ryul, "AMOS 24 Structural Equation Modeling," Seoul: Cheongram, pp. 204-210, 2017.
32 Peterson, C., Park, N., and Seligman, M. E. P., "Orientations to happiness and life satisfaction: The full life versus the empty life", Journal of Happiness Studies, 6(1), pp. 25-41, 2005.   DOI
33 Chiu Hao-cheng and Structural equation : LISREL's theory, technology and application (2 editions), Taipei : FIfty-Four Book Corridor, pp. 188-216, 2011.
34 Zhang WeIhao, SEM essay writing, Taipei : TIngmao, pp. 500-530, 2011.
35 Hu, L., & Bentler, P. M., "Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives", Structural Equation Modeling, 6(1), pp. 1-55, 1999.   DOI
36 Asakawa, K., "Flow experience and autotelic personality in Japanese college students: How do they experience challenges in daily life?", Journal of Happiness Studies, 5, pp. 123-154, 2004.   DOI
37 Lee,Ji Hye, "VR System Environment Technologies and User Input Elements", The Korean Society of Design Culture, 6(24): 2, pp. 585-596, 2018.   DOI
38 Dianne A. Vella-Brodrick, Nansook Park and Christopher Peterson, "Three ways to be happy: Pleasure, engagement, and meaning - Findings from Australian and US samples", Social Indicators Research, 90(2), pp. 165-179, 2009.   DOI
39 Chen, L. H., Ye, Y. C., Chen, M. Y., and Tung, I. W., "Alegria! flow in leisure and life satisfaction: The mediating role of event satisfaction using data from and acrobatics show", Social Indicators Research, 99(2), pp. 301-313, 2010.   DOI
40 Goffman, Erving, "Fun in Games. In Encounters, Two Studies in the Sociology of Interaction", NewYork, NY: Macmillan, The Bobbs-Merrill Company, Inc, pp. 17-81, 1996.
41 Davis, F. D., "Perceived usefulness, perceived ease of use, and user acceptance of information technology", MIS quarterly, pp. 319-340, 1989.
42 Venkatesh, V., "Determinants of perceived ease of use: Integrating control, intrinsic motivation, and emotion into the technology acceptance model", Information systems research, 11(4), pp. 342-365, 2000.   DOI
43 Huang, Y. C., et al., "Exploring the implications of virtual reality technology in tourism marketing: An integrated research framework", International Journal of Tourism Research, 18(2), pp. 116-128, 2015.   DOI