A System-Centered Model of Virtual Reality Adoption: Experiential Affordances and Embodied Constraints

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초록

This study develops a system-centered framework for explaining users’ intention to adopt virtual reality (VR) by examining the balance between immersive experiential features and device-related physical constraints. Moving beyond traditional technology acceptance approaches, we conceptualize sensory attributes (vividness, presence, and interactivity) as experiential affordances and device attributes (physical discomfort and motion sickness) as embodied constraints. Based on a laboratory experiment using the Meta Quest 2 head-mounted display and a post-experience survey, the results show that presence and interactivity have strong positive effects on adoption intention, while vividness has a marginally positive effect. Motion sickness shows a significant negative effect on adoption intention, whereas physical discomfort does not exhibit a statistically significant impact within the short-term exposure setting. The moderating effects of device attributes are not statistically significant, although marginal negative patterns suggest that embodied constraints may weaken experiential benefits under longer or more demanding usage conditions. These findings provide practical implications for both researchers and practitioners seeking to improve VR experiences and encourage broader adoption.

키워드

Virtual Reality; VR; Vividness; Presence; Interactivity; Motion Sickness
제목
A System-Centered Model of Virtual Reality Adoption: Experiential Affordances and Embodied Constraints
저자
Jong Hyun Wi; Chanhi Park; Taeha Kim; Hoon S. Cha
DOI
10.14329/apjis.2026.36.2.330
발행일
2026-06
유형
Y
저널명
Asia Pacific Journal of Information Systems
권
36
호
2
페이지
330 ~ 346