The development of virtual reality (VR) glasses such as the Oculus Rift has made VR technologies available to the mass market. The rapid diffusion of VR glasses holds the potential to disrupt the way media is consumed. Yet little is known about their acceptance by consumers. This study seeks to explore the user acceptance of VR glasses, considering the specifics of hedonic information systems in consumer settings. Focusing on user personality, namely the users’ desire to escape reality, we developed a framework based on the extended unified theory of acceptance and use of technology (UTAUT2) and tested it in a laboratory study with 155 participants. The structural equation model results show that VR glasses’ ability to induce presence, a se...
Nowadays, Virtual Reality (VR) technology can be potentially used everywhere through wearable head-m...
Virtual reality (VR) technologies enable a new media consumption experience. Although VR’s origins t...
The purpose of this thesis is to present the different needs that can arise before VR use,and gratif...
VR is a new technology that contains many possibilities in different domains, such as promoting tour...
As first Virtual Reality (VR) shopping environments have begun to appear on the market, the question...
With the release of devices such as the Oculus Rift, HTC Vive, and Google Daydream in 2016, virtual ...
Virtual reality (VR) is considered as one of the technological megatrends of 2020s, and today, VR sy...
This study examines the essential characteristics of Virtual Reality (VR) that influence individual ...
The Virtual Reality (VR) has been issued by IT business of the 21st century. There has been a quick ...
Virtual Reality (VR) has been the hot topic of discussion over the past couple of years. A major pa...
Virtual reality (VR) technology generates an interactive virtual environment (VE) creating unique us...
This dissertation examines the factors that affect consumers’ adoption of virtual reality (VR) techn...
Flow is characterized as an autotelic experience where action and awareness merge, there is high con...
This study examines the acceptance, usage and motivation of virtual reality users from a perspective...
As a relatively new research area, inquiries into understanding factors which influence the user acc...
Nowadays, Virtual Reality (VR) technology can be potentially used everywhere through wearable head-m...
Virtual reality (VR) technologies enable a new media consumption experience. Although VR’s origins t...
The purpose of this thesis is to present the different needs that can arise before VR use,and gratif...
VR is a new technology that contains many possibilities in different domains, such as promoting tour...
As first Virtual Reality (VR) shopping environments have begun to appear on the market, the question...
With the release of devices such as the Oculus Rift, HTC Vive, and Google Daydream in 2016, virtual ...
Virtual reality (VR) is considered as one of the technological megatrends of 2020s, and today, VR sy...
This study examines the essential characteristics of Virtual Reality (VR) that influence individual ...
The Virtual Reality (VR) has been issued by IT business of the 21st century. There has been a quick ...
Virtual Reality (VR) has been the hot topic of discussion over the past couple of years. A major pa...
Virtual reality (VR) technology generates an interactive virtual environment (VE) creating unique us...
This dissertation examines the factors that affect consumers’ adoption of virtual reality (VR) techn...
Flow is characterized as an autotelic experience where action and awareness merge, there is high con...
This study examines the acceptance, usage and motivation of virtual reality users from a perspective...
As a relatively new research area, inquiries into understanding factors which influence the user acc...
Nowadays, Virtual Reality (VR) technology can be potentially used everywhere through wearable head-m...
Virtual reality (VR) technologies enable a new media consumption experience. Although VR’s origins t...
The purpose of this thesis is to present the different needs that can arise before VR use,and gratif...