Abstract

A virtual reality (VR) technology innovation experience service was designed to promote electric two-wheelers (E2Ws). An understanding of the factors that will have an impact on VR service adoption in experiencing an E2W ride is important. This study adapts the Unified Theory of Acceptance and Use of Technology (UTAUT2) to investigate the factors that may influence user acceptance of fully immersive VR as compared to desktop VR. A within-subjects design enabled 56 participants to evaluate both VR systems. The results indicate that the model constructs of performance expectancy, hedonic motivation, and facilitating conditions are useful predictors of the behavioral intention to use VR systems. Although these factors were significantly higher for fully immersive VR, both VR systems can yield a positive influence on behavioral intention. Based on these findings, several implications for developers and suggestions for future research are provided.

Full Text
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