Evidence map›Paper›PMID 32210870›Full record

ArticleFrontiers in psychology2020

Exploring the Benefit and Sacrifice Factors of Virtual Reality Gameplay.

Chun-Chia Lee, Kuo-Lun Hsiao, Chia-Chen Chen

Abstract read
In one paragraph

Article in Frontiers in psychology, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 2 papers.

0numbers the graph read from it
0cells of the map it votes in
2citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

2 citing papers in PubMed.

  1. Trial
  2. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

3 authors.

Chun-Chia LeeSchool of Business, Minnan Normal University, Zhangzhou, China.
Kuo-Lun HsiaoDepartment of Information Management, National Taichung University of Science and Technology, Taichung, Taiwan.
Chia-Chen ChenDepartment of Management Information Systems, National Chung Hsing University, Taichung, Taiwan.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Although Virtual reality (VR) entertainment is now relatively popular, the adoption of VR devices is still low. In this study, a framework based benefit and sacrifice factors was developed to understand players' intention to use VR devices to play games. Online questionnaire items were developed and published to collect the responses from university students in Taiwan. The feedback of 152 inexperienced players and 150 experienced players were collected. The eleven hypotheses were tested by using SmartPLS, a structural equation modeling (SEM) tool. The analysis results show that the influences of the benefit factors (flow, spatial presence, and relaxation) on the adoption intention in two groups are consistent. All of the positive influences are supported. Moreover, visual fatigue had the strongest negative effects on flow and intention. Players who are opener to new technology are more possible to adopt VR devices. The findings can provide insights to VR device developers to design their VR devices/contents and marketing strategies.

Indexed as

benefit valueflowgameplay intentionsacrifice factorvirtual reality

Identifiers

PMID32210870
PMCPMC7076171

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.