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What Motivates You to Use VR Exergames to Substitute for Real Sports?—An Empirical Study Based on Technology Readiness and Technology Acceptance Model

  • Haodong Sun,
  • Qing Ke

摘要

Virtual reality technology has brought about a new way of exercising through VR exergames. A critical and interesting question is whether users are willing to use VR exergames as an effective supplement to traditional exercise methods, or even as a complete substitute for some real sports. In this study, we aim to identify the factors that affect users’ perception of VR exergames and intention to substitute them for real sports based on the Technology Readiness and Acceptance Model (TRAM). The proposed model and 16 hypotheses were tested by structural equation analysis using 248 validated questionnaires. Our results suggest that users’ technological readiness and perceived interactivity significantly impact their perception of VR exergames and intention to substitute real sports. Perceived usefulness had a significant impact on substitution intention, while perceived ease of use did not. Our findings provide important recommendations for future VR exergames development to enhance user experience and promote national fitness.