CONSUMER ADOPTION OF VIRTUAL REALITY TECHNOLOGIES.
Virtual reality (VR) is a new medium that may revolutionize the way people interact with media. Over the last decade, consumers have shown a great interest in adopting this new technology, while some are more reluctant to do so. Through the use of semi-structured interviews, this study investigates...
| Publicado en: | ETC: A Review of General Semantics Vol. 79; no. 2; pp. 89 - 114 |
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| Formato: | Artículo |
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Institute of General Semantics, Inc.
Jan-Apr2022
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=hlh&AN=160744302&site=ehost-live header: @attributes: shortDbName: hlh uiTerm: 160744302 longDbName: Humanities International Complete uiTag: AN controlInfo: bkinfo: jinfo: jid: 0014164X ETC jtl: ETC: A Review of General Semantics issn: 0014164X maglogo: N pubinfo: dt: Jan-Apr2022 vid: 79 iid: 2 pid: 20255 pub: Institute of General Semantics, Inc. artinfo: ui: 160744302 ppf: 89 ppct: 25 formats: fmt: @attributes: type: P size: 10.1MB tig: atl: CONSUMER ADOPTION OF VIRTUAL REALITY TECHNOLOGIES. aug: au: SHEHU, AGON su: Virtual reality Head-mounted displays Information display systems Technology Mass media sug: subj: Virtual reality Head-mounted displays Information display systems Technology Mass media keyword: consumer adoption head-mounted display virtual reality ab: Virtual reality (VR) is a new medium that may revolutionize the way people interact with media. Over the last decade, consumers have shown a great interest in adopting this new technology, while some are more reluctant to do so. Through the use of semi-structured interviews, this study investigates why some consumers choose to or do not choose to adopt VR head-mounted displays. The analysis clearly shows that VR is predominantly more compelling for gamers, despite having a variety of other use cases accessible to all types of consumers. In addition, the analysis reveals substantial limitations with VR, such as motion sickness, comfort, and lack of necessity that prevent the technology from being widely adopted. For VR to become more widely adopted, it will need to overcome these limitations and diverge away from its current use case. If this happens, consumers should be well versed in the realm of VR, as it has the potential to change the way they think and behave. If VR becomes widely adopted, consumers will need to be educated about its effects and less likely to experience the negative implications of this medium. pubtype: Academic Journal doctype: Article src: R language: English refInfo: copyright: @attributes: flag: Y custom: Copyright of ETC: A Review of General Semantics is the property of Institute of General Semantics, Inc. and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. item: ETC: A Review of General Semantics holder: Institute of General Semantics, Inc. dt: @attributes: year: 2022 holdings: @attributes: islocal: N |
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