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Consumer Study on the Acceptance of VR Headsets based on the Extended TAM

확장된 기술수용모델을 활용한 VR기기 수용관련 소비자 연구

  • Chen, Qian Qian (Dept. of International Business, Chungbuk National University) ;
  • Park, Hyun Jung (Dept. of International Business, Chungbuk National University)
  • 진천천 (충북대학교 국제경영학과) ;
  • 박현정 (충북대학교 국제경영학과)
  • Received : 2018.04.18
  • Accepted : 2018.06.20
  • Published : 2018.06.28

Abstract

This study investigated the antecedents of VR(virtual reality) headsets acceptance and the causal relationships among self-efficacy, content diversity, the perceived usefulness, the perceived easy of use, the perceived playfulness and the adoption intention. We collected 238 survey responses and formed structural equation modeling with AMOS 23.0. The results of the analysis can be summarized as follows. The diversity of contents and self-efficacy had significant effects on perceived usefulness, perceived ease of use and perceived enjoyment, thus increasing the intention of acceptance. Perceived usefulness, perceived ease of use and perceived enjoyment had significant effects on the intention of acceptance. Perceived ease of use indirectly had an effect through increasing perceived enjoyment. The price did not affect the adoption intention and marketing communication increased the intention of acceptance. The results are expected to provide useful information to the companies related to VR.

본 연구는 VR기기를 중심으로 VR기기 수용을 결정하는 다양한 요인들을 제출하고 이러한 요인들과 소비자들의 수용의도와의 관계를 분석하고자 하였다. 본 연구의 목적을 위해 VR기기를 사용해 본 중국 소비자 238명의 설문조사 데이터를 수집하여 AMOS 23.O를 이용하여 분석하였다. 연구결과, 콘텐츠 다양성과 자기효능감이 지각된 용이성, 지각된 유희성과 지각된 유용성에 유의한 영향을 미치는 것으로 나타났다. 지각된 용이성은 지각된 유희성을 경유하여 지각된 유용성에 간접적인 영향을 미치는 것으로 나타났다. 마케팅커뮤니케이션은 수용의도에 유의한 영향을 미쳤지만 지각된 가격은 수용의도에 유의하게 나타나지 않았다. 지각된 유용성, 지각된 용이성, 지각된 유희성은 모두 VR기기의 수용의도에 영향을 미치는 것으로 확인되었다. 본 연구의 결과는 VR기기에 주목하고 있는 기업이 타겟으로 하는 소비자들을 위해 고려해야 하는 요소들을 이해할 수 있는 유용한 마케팅 전략을 제공할 수 있을 것으로 기대한다.

Keywords

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