This study examines the acceptance, usage and motivation of virtual reality users from a perspective of longitude to achieve a deeper understanding regarding the usage of technology as well as to which extent it aligns with the technology acceptance model UTAUT 2 and the seven variables known as determinants. The established determinants for technology adoption were evaluated through eight qualitative interviews. This study confirms the validity of UTAUT 2 but also contributes with suggestions for additional factors such as wow, hype, reality and social output as well as future usage. The suggested addition of the factors wow and hype generated the most data with tendencies to extend into a general technology context. Reality is another sig...
Virtual Reality (VR) is gaining more recognition and is evoking a public interest. The virtual techn...
The main objective of this study was to explore the attitudes towards virtual reality gaming and the...
Purpose The purpose of this study is to investigate how companies can use VR-commercials and commerc...
This study examines the acceptance, usage and motivation of virtual reality users from a perspective...
International audienceAlthough virtual reality (VR) has many applications, only few studies have inv...
Our work aimed to identify factors of acceptance and rejection of virtual reality in the aeronautics...
Virtual Reality consumer hardware is now available for the masses through the HTC Vive, Oculus Rift ...
With the huge rise in popularity for Virtual Reality headsets, the market has become a bit of a wild...
The purpose of this thesis is to present the different needs that can arise before VR use,and gratif...
Denna studie har som syfte att undersöka hur Generation Y, en demografisk grupp som kännetecknas av ...
Youths are very vulnerable to the rapid development of technology specifically on students. The pres...
In this study, the impact of the theory Unified Theory of Acceptance and Use of Technology UTUAT2 in...
This study examines inexperienced users’ perceptions of therelationships between aspects of user acc...
Technology Acceptance Model (TAM) has received great recognition through the various research conduc...
Virtual reality (VR) is considered as one of the technological megatrends of 2020s, and today, VR sy...
Virtual Reality (VR) is gaining more recognition and is evoking a public interest. The virtual techn...
The main objective of this study was to explore the attitudes towards virtual reality gaming and the...
Purpose The purpose of this study is to investigate how companies can use VR-commercials and commerc...
This study examines the acceptance, usage and motivation of virtual reality users from a perspective...
International audienceAlthough virtual reality (VR) has many applications, only few studies have inv...
Our work aimed to identify factors of acceptance and rejection of virtual reality in the aeronautics...
Virtual Reality consumer hardware is now available for the masses through the HTC Vive, Oculus Rift ...
With the huge rise in popularity for Virtual Reality headsets, the market has become a bit of a wild...
The purpose of this thesis is to present the different needs that can arise before VR use,and gratif...
Denna studie har som syfte att undersöka hur Generation Y, en demografisk grupp som kännetecknas av ...
Youths are very vulnerable to the rapid development of technology specifically on students. The pres...
In this study, the impact of the theory Unified Theory of Acceptance and Use of Technology UTUAT2 in...
This study examines inexperienced users’ perceptions of therelationships between aspects of user acc...
Technology Acceptance Model (TAM) has received great recognition through the various research conduc...
Virtual reality (VR) is considered as one of the technological megatrends of 2020s, and today, VR sy...
Virtual Reality (VR) is gaining more recognition and is evoking a public interest. The virtual techn...
The main objective of this study was to explore the attitudes towards virtual reality gaming and the...
Purpose The purpose of this study is to investigate how companies can use VR-commercials and commerc...