Abstract
With the emergence of virtual reality, several challenges are posed to marketers, developers, and firms alike. These challenges concern futurity in the context of content creation, consumer acceptance, and return on investment (ROI). This manuscript focuses on these challenges by extending the technology acceptance model (TAM) by incorporating perceived enjoyment as a key belief variable and including four fundamental antecedents to the acceptance of virtual reality hardware. These variables are incorporated into a structural equation model to predict the outcomes of future use and purchase intention. These findings provide support for the continuity of VR hardware into the foreseeable future and initial support for the integration of inherent curiosity literature within the TAM literature framework.
Talk to us
Join us for a 30 min session where you can share your feedback and ask us any queries you have
Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.