Abstract
The empirical investigation of Virtual Reality (VR) gaming is still emerging. This study advances hedonic media technology acceptance by analysing the interplay between personality traits and technology-specific characteristics. It extends the technology acceptance model by considering the potential antecedent factors flow, content offering, and system quality. Moreover, the interaction effects of the escapism motive and the cybersickness barrier are analysed. The model was empirically tested in a study with 1,784 experienced VR users. In the analysis, all factors except for cybersickness show significant direct or indirect effects on the usage intention, with perceived enjoyment having the largest effect. Content offering and flow positively correlate with technology acceptance and thereby affect the intention to use VR games indirectly. Recommendations for practitioners in the VR games industry are derived.
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Kunz, R. E., Hermanns, M., & Zabel, C. (2025). The role of flow, content, and system quality in virtual reality gaming acceptance. Journal of Media Business Studies. https://doi.org/10.1080/16522354.2025.2590876
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