The adoption of virtual reality devices
The technology acceptance model integrating enjoyment, social interaction, and strength of the social ties
Bibliographic Data
| ID | 23329768 |
|---|---|
| Authors | Junghyo Lee (Hanyang University), Junghun Kim (0000-0002-2366-6142, Seoul National University), Jae Young Choi (0000-0001-9493-3458, Hanyang University, corresponding author) |
| Year | 2019 |
| Volume | 39 |
| Pages | 37-48 |
| Publication date | 2019-06-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Telematics and Informatics (JOURNAL) |
| Journal identifiers | ISSN: 0736-5853 • E-ISSN: 1879-324X |
| Publisher | Elsevier BV (PUBLISHER) |
| DOI | 10.1016/j.tele.2018.12.006 |
| OpenAlex | W2906022538 |
| Language | EN |
| Citations received | 56 |
| References cited | 62 |
Business · Human–computer interaction · Internet privacy · Interpersonal ties · Social acceptance · Social relation · Technology Acceptance Model · Usability · Virtual reality · Computer Science · Digital Marketing and Social Media · Psychology · Social Psychology · Technology Adoption and User Behaviour · Virtual Reality Applications and Impacts
Affording Social Experience for Adolescents Using Immersive Virtual Reality
A Novel Macro-Level Model in Evaluating Health and Safety Training Based on Virtual Reality
Utilizing Structural Equation Modeling–Artificial Neural Network Hybrid Approach in Determining Factors Affecting Perceived Usability of Mobile Mental Health Application in the Philippines
Effects of Online Social Interaction and Social Capital on Brand Relationship Quality in Medical Tourism Industry
The Correlations among Social Interaction, Knowledge Sharing and Innovation Capability- Case on Medical Technology Industry
How users cognitively appraise and emotionally experience the metaverse
Navigating the Adoption Maze
Influence of Pedagogical Beliefs and Perceived Trust on Teachers’ Acceptance of Educational Artificial Intelligence Tools
“Extending the Technology Acceptance Model (TAM) to Predict University Students’ Intentions to Use Metaverse-Based Learning Platforms”
Openness to the Metaverse Workplace
Understanding Continuance Intention Determinants to Adopt Online Health Care Community
The Intentions to Wear Face Masks and the Differences in Preventive Behaviors between Urban and Rural Areas during Covid-19
Motivational Influences Affecting Middle-Aged and Elderly Users’ Participation Intention in Health-Related Social Media
Evaluating user experience, emotional attitudes, and repurchase intentions in virtual reality
Unlocking innovation
Exploring the acceptance of virtual reality training systems among construction workers
Structured Exposure Achieves High Acceptance of Immersive Technology Among Medical Students and Educators
How Avatar Identification Affects Enjoyment in the Metaverse
Adopting AI-Generated Videos in Advertising
Perceived AI-driven virtual reality learning
Understanding students’ participation of intelligent teaching
Using zoom as a computer-supported collaborative learning tool
Comparing technology acceptance of AR-based and 3D map-based mobile library applications
Accepting virtual reality for dynamic learning
The roles of individual differences in time perspective, promotion focus, and innovativeness
Relationships between students’ affective experiences and technology acceptance in augmented reality design training in higher education
Understanding the Adoption and Usage Behaviors of Popular and Emerging Metaverse Platforms
Going Beyond Just Watching
Virtual reality technology and game enjoyment
The influence of mobile augmented reality on consumer behavior
To give or not to give
Evaluating privacy, security, and trust perceptions in conversational AI
Virus tinged? Exploring the facets of virtual reality use in tourism as a result of the Covid-19 pandemic
Trust as a second-order construct
How live streaming influences trust in social commerce
The impact of innovation and gratification on authentic experience, subjective well-being, and behavioral intention in tourism virtual reality
Factors influencing seniors’ adoption of virtual reality cognitive training games
AI-human interactions in healthcare
The social dimension of consumer-AI interaction
My video game console is so cool! A coolness theory-based model for intention to use video game consoles
Understanding mass-market electric vehicle adoption
Do food planner apps enhance responsible food consumption? The impact of perceptual antecedents and moderating effects on usage intention
User Acceptance of a Virtual Librarian Chatbot
Engaging the Next Generation
Assessing the key factors influencing 4G users' intentions to upgrade to 5G networks
Unlocking the interactive potential of digital models with game engines and visual programming for inclusive Vr and web-based museums
Adoption of virtual reality in secondary school education
Virtual reality tourism and technology acceptance
Understanding senior citizens’ intentions to use virtual reality for religious tourism in India
Harnessing the power of virtual reality
Constrained and virtually traveling? Exploring the effect of travel constraints on intention to use virtual reality in tourism
Examining metaverse game platform adoption
A new reality
Immersive on-the-job training module development and modeling users’ behavior using parametric multi-group analysis
Explaining the penetrating role of technology in online foreign language learning achievement
The Perceived Impacts of Covid-19 on Users' Acceptance of Virtual Reality Hardware
Developing a General Extended Technology Acceptance Model for E-Learning (Getamel) by analysing commonly used external factors
User acceptance of wearable devices
The role of moderating factors in user technology acceptance
A Literature Review on Immersive Virtual Reality in Education
Predicting tie strength with social media
Determinants of Perceived Ease of Use
Why do people play on-line games? An extended TAM with social influences and flow experience
Investigating the influence of the most commonly used external variables of TAM on students’ Perceived Ease of Use (Peou) and Perceived Usefulness (PU) of e-portfolios
On specifying the null model for incremental fit indices in structural equation modeling.
Why do people use information technology? A critical review of the technology acceptance model
Why People Continue to Play Online Games
Empathy and embodied experience in virtual environment
Cutoff criteria for fit indexes in covariance structure analysis
Evaluating Structural Equation Models with Unobservable Variables and Measurement Error
A Theoretical Extension of the Technology Acceptance Model
Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology
User Acceptance of Computer Technology
How does immersion work in augmented reality games? A user-centric view of immersion and engagement
Exploring Koreans’ smartphone usage
Evaluation of user acceptance of mixed reality technology
Video Game Structural Characteristics
Structural equation modeling in practice
Exploring immersive experience in journalism
An acceptance model for smart watches
Explicating user behavior toward multi-screen adoption and diffusion
Toward a More Robust Theory and Measure of Social Presence
Structural Equation Modeling with Lisrel
Exploring user acceptance of 3D virtual worlds in travel and tourism marketing
Significance tests and goodness of fit in the analysis of covariance structures
Structural Equation Modeling with Lisrel
| Unique citing works | 56 |
|---|---|
| Citations per year | 9,33 |
| Citation span | 2020 - 2026 (7) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 50 |