Shared Virtual Reality Experiences during the COVID-19 Pandemic: Exploring the Gratifications and Effects of Engagement with Immersive Videos
Abstract
:1. Introduction
2. Literature Review
2.1. Uses and Gratifications Theory
2.2. VR Engagement
2.3. Gratifications and VR Engagement
2.3.1. Utilitarian Gratification
2.3.2. Hedonic Gratification
2.3.3. Sensual Gratification
2.3.4. Social Gratification
2.3.5. Symbolic Gratification
2.4. VR Engagement and User Attitude
2.5. VR Engagement and Continued Use
2.6. User Attitude and Continued Use
3. Method
3.1. Data Enrollment
3.2. Characteristics of Respondents
3.3. Measures
3.3.1. Gratifications Sought
3.3.2. VR Engagement
3.3.3. User Attitude
3.3.4. Continued Use
3.3.5. Control Variables
4. Findings
4.1. Descriptive Statistics
4.2. CFA Results
4.3. Hypothesis Testing
4.4. Indirect Effects
5. Discussion
5.1. Theoretical Implications
5.2. Implications for Global Recovery
5.3. Limitations and Future Research
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Literature | VR Applications | Types of Gratifications | ||||
---|---|---|---|---|---|---|
Utilitarian | Hedonic | Sensual | Social | Symbolic | ||
Alzayat and Lee (2021) [28] | VR retail environment | √ | √ | |||
Herz and Rauschnabel (2019) [29] | VR glasses | √ | √ | |||
Kim and Lee (2021) [26] | 360° VR art | √ | √ | |||
Kim et al., (2020) [15] | VR tourism | √ | √ | |||
Wreford et al., (2019) [30] | VR event | √ | √ | |||
Zhang et al., (2019) [31] | Virtual try-on | √ | √ | |||
Ball et al., (2021) [32] | VR hardware | √ | ||||
Kim and Hall (2019) [33] | VR tourism | √ |
Variables | Navigation | Enjoyment | Realism | Community | Coolness | VR Engagement | User Attitude | Continued Use |
---|---|---|---|---|---|---|---|---|
Navigation | 0.86 | |||||||
Enjoyment | 0.79 ** | 0.85 | ||||||
Realism | 0.80 ** | 0.73 ** | 0.83 | |||||
Community | 0.81 ** | 0.70 ** | 0.77 ** | 0.89 | ||||
Coolness | 0.72 ** | 0.74 ** | 0.72 ** | 0.67 ** | 0.82 | |||
VR Engagement | 0.74 ** | 0.74 ** | 0.72 ** | 0.72 ** | 0.65 ** | 0.81 | ||
User Attitude | 0.68 ** | 0.71 ** | 0.66 ** | 0.64 ** | 0.62 ** | 0.71 ** | 0.91 | |
Continued Use | 0.79 ** | 0.78 ** | 0.77 ** | 0.74 ** | 0.72 ** | 0.78 ** | 0.74 ** | 0.93 |
Factor (Cronbach’s α) | Measurement Item | Factor Loadings a | AVE/CR |
---|---|---|---|
Utilitarian gratification: Navigation (α = 0.90) | It allows me to link to other pieces of information. | 0.87 | AVE= 0.74 |
It offers a number of visual aids for more effective use | 0.88 | CR = 0.90 | |
The interface helps me every step of the way | 0.83 | ||
Hedonic gratification: Enjoyment (α = 0.90) | It is fun to explore | 0.85 | AVE = 0.72 |
It lets me play | 0.82 | CR = 0.88 | |
I enjoy escaping into a virtual world | 0.87 | ||
Sensual gratification: Realism (α = 0.88) | I know the content is real and not made up. | 0.77 | AVE = 0.69 |
It is like communicating face-to-face. | 0.88 | CR = 0.87 | |
The VR experience is very much like real life. | 0.89 | ||
Social gratification: Community (α = 0.93) | I can connect with other followers. | 0.88 | AVE = 0.79 |
It allows me to expand my social network. | 0.88 | CR = 0.92 | |
It makes me realize that I am part of a community. | 0.90 | ||
Symbolic gratification: Coolness (α = 0.87) | It is unique. | 0.89 | AVE = 0.68 |
It is innovative. | 0.81 | CR = 0.86 | |
It is different. | 0.77 | ||
VR Engagement (α = 0.92) | I thought most about things having to do with the 360-degree VR video. | 0.80 | AVE = 0.66 |
I imagined precisely what it must be like to further explore the world presented in the 360-degree VR video. | 0.86 | CR = 0.85 | |
I kept wondering whether the presentation in the 360-degree VR video could have personal meaning for me. | 0.77 | ||
User Attitude (α = 0.93) | The 360-degree VR video is appealing to me | 0.92 | AVE = 0.82 |
The 360-degree VR video is attractive to me. | 0.91 | CR = 0.93 | |
The 360-degree VR video is interesting to me | 0.88 | ||
Continued Use (α = 0.93) | I would like to recommend others to watch 360-degree VR videos. | 0.95 | AVE = 0.87 |
I will increase my use of 360-degree VR videos. | 0.93 | CR = 0.95 | |
Continuing to use 360-degree VR videos is something I would do in the future. | 0.93 |
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Cheng, Y.; Wang, Y.; Zhao, W. Shared Virtual Reality Experiences during the COVID-19 Pandemic: Exploring the Gratifications and Effects of Engagement with Immersive Videos. Int. J. Environ. Res. Public Health 2022, 19, 5056. https://doi.org/10.3390/ijerph19095056
Cheng Y, Wang Y, Zhao W. Shared Virtual Reality Experiences during the COVID-19 Pandemic: Exploring the Gratifications and Effects of Engagement with Immersive Videos. International Journal of Environmental Research and Public Health. 2022; 19(9):5056. https://doi.org/10.3390/ijerph19095056
Chicago/Turabian StyleCheng, Yang, Yuan Wang, and Wen Zhao. 2022. "Shared Virtual Reality Experiences during the COVID-19 Pandemic: Exploring the Gratifications and Effects of Engagement with Immersive Videos" International Journal of Environmental Research and Public Health 19, no. 9: 5056. https://doi.org/10.3390/ijerph19095056