College of Nursing, Gachon University, Incheon, Korea.
Department of Nursing, Hoseo University, Asan, Korea.
Korean J Women Health Nurs. 2023 Sep;29(3):208-218. doi: 10.4069/kjwhn.2023.09.11.02. Epub 2023 Sep 26.
The aim of this study was to explore the continuous usage intention of head-mounted display-based virtual reality (HMD-based VR) content among college students. The study also sought to understand how this intention is influenced by factors related to personal cognition, social aspects, VR content, and HMD-related elements.
This descriptive correlational study used a self-report questionnaire to survey 217 students from two universities in Korea who had prior experience with HMD-based VR content.
The mean score for continuous usage intention of HMD-based VR content was 2.59±0.57 points (range, 1-5 points). Regarding the average frequency of HMD-based VR content usage, 64.5% of participants reported using it 1 to 2 times, while 91.7% indicated a total HMD-based VR usage period of less than 6 months. Factors such as personal cognition, VR content, social aspects, and HMD-related elements had explanatory power of 35.1%, 10.7%, 4.4%, and 2.5%, respectively, for the continuous usage intention of HMD-based VR content. Additionally, engagement (β=.45, p<.001), influential others (β=.37, p<.001), environmental support (β=-.18, p=.030), and cyber sickness (β=-.21, p=.001) were identified as having a significant influence.
When developing HMD-based VR content, strategies to improve users' personal cognition should be included. Additionally, it is necessary to develop strategies that enhance enjoyment and interest in the content, while also facilitating ongoing social support. Furthermore, coping strategies should be devised that take into account cyber sickness, a potential side effect of these devices.
本研究旨在探讨大学生对头戴式显示虚拟现实(HMD-based VR)内容的持续使用意愿。本研究还试图了解个人认知、社会方面、VR 内容和 HMD 相关因素如何影响这种意愿。
这是一项描述性相关性研究,使用自报告问卷对来自韩国两所大学的 217 名有 HMD-based VR 内容使用经验的学生进行了调查。
HMD-based VR 内容持续使用意愿的平均得分为 2.59±0.57 分(范围为 1-5 分)。关于 HMD-based VR 内容的平均使用频率,64.5%的参与者报告使用 1-2 次,而 91.7%的参与者表示 HMD-based VR 的总使用时间不到 6 个月。个人认知、VR 内容、社会方面和 HMD 相关因素等因素对 HMD-based VR 内容的持续使用意愿具有 35.1%、10.7%、4.4%和 2.5%的解释能力。此外,投入(β=.45,p<.001)、影响者(β=.37,p<.001)、环境支持(β=-.18,p=.030)和网络不适(β=-.21,p=.001)被确定为具有显著影响。
在开发 HMD-based VR 内容时,应包括提高用户个人认知的策略。此外,有必要制定策略来提高内容的趣味性和兴趣,同时促进持续的社会支持。此外,还应制定应对策略,以考虑到这些设备的潜在副作用,即网络不适。