技术焦虑在虚拟现实的采用:检查年龄,过去的经验,和晕屏的影响

IF 3.4 3区 计算机科学 Q2 COMPUTER SCIENCE, INFORMATION SYSTEMS
Eman Al Khalifah;Ramy Hammady;Mahmoud Abdelrahman;Ons Al-Shamaileh;Mostafa Marghany;Hatana El-Jarn;Alyaa Darwish;Yusuf Kurt
{"title":"技术焦虑在虚拟现实的采用:检查年龄,过去的经验,和晕屏的影响","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":"{\"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}","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

摘要

本研究探讨了技术焦虑(TA)、年龄、过去使用和晕屏在采用虚拟现实(VR)技术中的作用。使用扩展的技术接受模型(TAM),该研究将年龄和过去的使用作为TA的前因,并评估它们对感知易用性(PEoU)、感知享受(PENJ)和用户态度的影响。研究人员利用偏最小二乘结构方程模型(PLS-SEM)分析了206名参与者在VR朝圣经历后的数据。研究结果挑战了传统的假设,揭示了过去使用VR会增加TA,这与之前将熟悉与减少焦虑联系起来的研究相矛盾。此外,年龄较大的用户表现出比年轻参与者更低的TA水平,突出了年龄如何影响技术采用的潜在转变。TA显著增强了PENJ,这表明焦虑可能会放大沉浸式环境中的情感投入,而不仅仅是一种障碍。虽然TA增强了PEoU,但它与晕动症呈负相关,这表明焦虑的用户可能会更谨慎地与VR互动,从而限制感官不匹配。此外,晕屏并没有显著影响人们对系统的态度,这强调了在情感上重要的体验中,投入比身体不适更重要。对系统的态度强烈地预测了使用意图,强调了设计可用性与情感参与平衡的VR体验的必要性。这项研究为影响VR采用的心理和人口因素提供了新的见解,并提供了优化用户体验的实用策略,特别是在宗教和文化应用中。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Technology Anxiety in Virtual Reality Adoption: Examining the Impact of Age, Past Experience, and Cybersickness
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.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
IEEE Access
IEEE Access COMPUTER 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.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信