Due to the increased interest of metaverse, virtual reality (VR) has been recognized as an important technology to consumers and end-users, to managers and business owners, and to scholars and researchers as well. While many have identified factors that influence satisfaction with VR, additional important factors remain uninvestigated. This study extends prior research on VR by identifying and explicating the roles of authenticity and familiarity. In our research model, system quality, presence, and authenticity influence two mediating variables of enjoyment and usefulness of information. Enjoyment (a hedonic motive) and usefulness of information (a utilitarian motive), in turn, influence satisfaction, with familiarity moderating both of these relationships. Out of ten hypotheses, eight of them turn out to be significant. The identification of the roles of authenticity and familiarity on satisfaction with VR is the primary contribution of this research study.
목차
Abstract Introduction Literature Review Presence System Quality Enjoyment Authenticity Familiarity Hedonic and Utilitarian Motivations for Using VR Research Model and Hypothesis Development Data collection Results and Discussion Conclusion References
키워드
virtual reality (VR)smart tourismheritageauthenticityfamiliaritysystem qualitypresenceusefulness of informationsatisfactionpartial least squares (PLS)
저자
Kichan Nam [ Department of Marketing and Information Systems and Business Analytics, American University of Sharjah, UAE ]
Jeffery M. Baker [ Department of Marketing and Information Systems and Business Analytics, American University of Sharjah, UAE ]
Christopher S. Dutt [ Al Rayyan International University College, Doha, Qatar ]