Show/Hide Menu
Hide/Show Apps
Logout
Türkçe
Türkçe
Search
Search
Login
Login
OpenMETU
OpenMETU
About
About
Open Science Policy
Open Science Policy
Open Access Guideline
Open Access Guideline
Postgraduate Thesis Guideline
Postgraduate Thesis Guideline
Communities & Collections
Communities & Collections
Help
Help
Frequently Asked Questions
Frequently Asked Questions
Guides
Guides
Thesis submission
Thesis submission
MS without thesis term project submission
MS without thesis term project submission
Publication submission with DOI
Publication submission with DOI
Publication submission
Publication submission
Supporting Information
Supporting Information
General Information
General Information
Copyright, Embargo and License
Copyright, Embargo and License
Contact us
Contact us
Acceptance of Virtual Reality Games: A Multi-Theory Approach
Date
2020-01-01
Author
Kosa, Mehmet
Uysal, Ahmet
Eren, Pekin Erhan
Metadata
Show full item record
This work is licensed under a
Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License
.
Item Usage Stats
284
views
0
downloads
Cite This
As virtual reality (VR) games are getting more widespread, the need to understand the interaction between players and the VR games is gaining prominence. The present study examines player endorsement of virtual reality games from an amalgamation of technology acceptance, self-determination, and flow theory perspectives. A survey was carried out with participants (N = 396) who had played a VR game at least once and at most five times. Structural equation modeling analyses showed that perceived ease of use was the primary predictor for satisfaction of self-determination constructs (autonomy and competence) and flow constructs (immersion and concentration), which in turn predicted player enjoyment. Accordingly, the results suggest the importance of including self-determination constructs in addition to the flow perspective within the context of technology acceptance model, for explaining the acceptance of VR gaming. Findings also showed that enjoyment resulted in positive attitudes towards VR gaming, and these attitudes predicted intention to play VR games.
Subject Keywords
Flow theory
,
Gaming
,
Player acceptance
,
Player perception
,
Self-determination theory
,
Structural equation modeling
,
Technology acceptance model
,
Virtual reality
URI
https://hdl.handle.net/11511/32628
Journal
INTERNATIONAL JOURNAL OF GAMING AND COMPUTER-MEDIATED SIMULATIONS
DOI
https://doi.org/10.4018/ijgcms.2020010103
Collections
Graduate School of Informatics, Article
Suggestions
OpenMETU
Core
Usability of virtual reality for basic design education: a comparative study with paper-based design
Özgen, Dilay Seda; Afacan, Yasemin; Sürer, Elif (SPRINGER, VAN GODEWIJCKSTRAAT 30, 3311 GZ DORDRECHT, NETHERLANDS, 2019-11)
Virtual reality (VR) is an emerging technology that is being used in a wide range of fields such as medicine, gaming, psychology and sociology. The use of VR is promising in the field of education and requires investigation, but research on the use of VR in education is still limited. This enables the exploration of new territories, and design education is one of them. Design education, an important part of the curriculum of architecture students who aim to conceptualize problem-solving, is still taught usi...
Evaluation of a motion based 3D virtual sports platform in the scope of technology acceptance model
İlhan, Fatih; Yıldırım, Zahide; Department of Computer Education and Instructional Technology (2019)
In this study, a recently developed 3D Virtual Sports Platform (VSP) using Kinect motion detection technology, which allows the individual to exercise in the home environment, is evaluated in the scope of technology acceptance model; in terms of the perceptions of students using it, and the views of preservice coaches, and experts. Participants of the study consisted of 22 users, who were students at the Computer Education and Instructional Technologies Department; 8 preservice coaches who were students at ...
Developing building information modelling based virtual reality and mixed reality environments for architectural design and improving user interactions with serious games
Ergün, Oğuzcan.; Sürer, Elif; Department of Modeling and Simulation (2019)
Virtual Reality (VR) provides an interactive experience for its users in a fully artificial computer-simulated environment while Mixed Reality (MR) forms environments by mixing the real world and the virtual world elements together. In the first part of this thesis, an architectural visualization and design tool, which is based on Building Information Modeling (BIM), is developed for VR, MR and personal computer (PC) environments. BIM provides detailed information and tools to professionals so that they can...
Materiality of the immaterial: Embodied interaction in virtual reality gaming
Kök, Burak; Tönük Kruıthof, Damla; Department of Industrial Design (2023-1)
Recently, with the prices of virtual reality systems dropping due to technological advances, VR gaming is becoming a common practice. As the name suggests, VR is perceived to be immaterial, yet its roots are deeply connected to and intertwined with materiality and real life. This thesis aims to explore the enigmatic nature of VR gaming, through analyzing it from the perspectives of practice theory and embodied interactions. For this purpose, observations and semi-structured interviews were conducted with VR...
The Influence of emergent mixed-reality technologies on design thinking
Cindioğlu, Hasane Ceren; Gürsel Dino, İpek; Department of Architecture (2019)
Design Thinking is still an unexplored field in terms of usage of emergent technologies such as Virtual Reality (VR). This thesis focuses on the potentials of the MixedReality (MR) environment, as the most recent evolution of VR-based technologies, in the context of architectural basic design education. The research analyzes the influence of emergent MR technologies on design thinking abilities of the first-year architectural students in the context of three-dimensional basic design tasks by comparing the t...
Citation Formats
IEEE
ACM
APA
CHICAGO
MLA
BibTeX
M. Kosa, A. Uysal, and P. E. Eren, “Acceptance of Virtual Reality Games: A Multi-Theory Approach,”
INTERNATIONAL JOURNAL OF GAMING AND COMPUTER-MEDIATED SIMULATIONS
, pp. 43–70, 2020, Accessed: 00, 2020. [Online]. Available: https://hdl.handle.net/11511/32628.