Eman Al Khalifah;Ramy Hammady;Mahmoud Abdelrahman;Ons Al-Shamaileh;Mostafa Marghany;Hatana El-Jarn;Alyaa Darwish;Yusuf Kurt
{"title":"Technology Anxiety in Virtual Reality Adoption: Examining the Impact of Age, Past Experience, and Cybersickness","authors":"Eman Al Khalifah;Ramy Hammady;Mahmoud Abdelrahman;Ons Al-Shamaileh;Mostafa Marghany;Hatana El-Jarn;Alyaa Darwish;Yusuf Kurt","doi":"10.1109/ACCESS.2025.3562383","DOIUrl":null,"url":null,"abstract":"This study examines the role of Technology Anxiety (TA), age, past use, and cybersickness in the adoption of Virtual Reality (VR) technology. Using an extended Technology Acceptance Model (TAM), the research integrates age and past use as antecedents of TA and evaluates their influence on perceived ease of use (PEoU), perceived enjoyment (PENJ), and user attitudes. Data from 206 participants were analysed using Partial Least Squares Structural Equation Modelling (PLS-SEM) following a VR pilgrimage experience. The findings challenge conventional assumptions, revealing that past VR use increased TA, contradicting prior studies that associate familiarity with reduced anxiety. Additionally, older users exhibited lower TA levels than younger participants, highlighting a potential shift in how age influences technology adoption. TA significantly enhanced PENJ, indicating that anxiety may amplify emotional engagement in immersive settings, rather than solely acting as a barrier. While TA enhanced PEoU, it had a negative correlation with cybersickness, suggesting that anxious users might interact with VR more cautiously, thereby limiting sensory mismatches. Moreover, cybersickness did not significantly influence attitudes toward the system, emphasizing the dominance of engagement over physical discomfort in emotionally significant experiences. Attitude toward the system strongly predicted use intention, highlighting the necessity of designing VR experiences that balance usability with emotional engagement. This study provides new insights into the psychological and demographic factors influencing VR adoption and offers practical strategies for optimizing user experience, particularly in religious and cultural applications.","PeriodicalId":13079,"journal":{"name":"IEEE Access","volume":"13 ","pages":"71858-71879"},"PeriodicalIF":3.4000,"publicationDate":"2025-04-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=10969765","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"IEEE Access","FirstCategoryId":"94","ListUrlMain":"https://ieeexplore.ieee.org/document/10969765/","RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMPUTER SCIENCE, INFORMATION SYSTEMS","Score":null,"Total":0}
引用次数: 0
Abstract
This study examines the role of Technology Anxiety (TA), age, past use, and cybersickness in the adoption of Virtual Reality (VR) technology. Using an extended Technology Acceptance Model (TAM), the research integrates age and past use as antecedents of TA and evaluates their influence on perceived ease of use (PEoU), perceived enjoyment (PENJ), and user attitudes. Data from 206 participants were analysed using Partial Least Squares Structural Equation Modelling (PLS-SEM) following a VR pilgrimage experience. The findings challenge conventional assumptions, revealing that past VR use increased TA, contradicting prior studies that associate familiarity with reduced anxiety. Additionally, older users exhibited lower TA levels than younger participants, highlighting a potential shift in how age influences technology adoption. TA significantly enhanced PENJ, indicating that anxiety may amplify emotional engagement in immersive settings, rather than solely acting as a barrier. While TA enhanced PEoU, it had a negative correlation with cybersickness, suggesting that anxious users might interact with VR more cautiously, thereby limiting sensory mismatches. Moreover, cybersickness did not significantly influence attitudes toward the system, emphasizing the dominance of engagement over physical discomfort in emotionally significant experiences. Attitude toward the system strongly predicted use intention, highlighting the necessity of designing VR experiences that balance usability with emotional engagement. This study provides new insights into the psychological and demographic factors influencing VR adoption and offers practical strategies for optimizing user experience, particularly in religious and cultural applications.
IEEE AccessCOMPUTER SCIENCE, INFORMATION SYSTEMSENGIN-ENGINEERING, ELECTRICAL & ELECTRONIC
CiteScore
9.80
自引率
7.70%
发文量
6673
审稿时长
6 weeks
期刊介绍:
IEEE Access® is a multidisciplinary, open access (OA), applications-oriented, all-electronic archival journal that continuously presents the results of original research or development across all of IEEE''s fields of interest.
IEEE Access will publish articles that are of high interest to readers, original, technically correct, and clearly presented. Supported by author publication charges (APC), its hallmarks are a rapid peer review and publication process with open access to all readers. Unlike IEEE''s traditional Transactions or Journals, reviews are "binary", in that reviewers will either Accept or Reject an article in the form it is submitted in order to achieve rapid turnaround. Especially encouraged are submissions on:
Multidisciplinary topics, or applications-oriented articles and negative results that do not fit within the scope of IEEE''s traditional journals.
Practical articles discussing new experiments or measurement techniques, interesting solutions to engineering.
Development of new or improved fabrication or manufacturing techniques.
Reviews or survey articles of new or evolving fields oriented to assist others in understanding the new area.