ArticleTelematics and informatics2021
Virtual reality adoption during the COVID-19 pandemic: A uses and gratifications perspective.
Article in Telematics and informatics, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 24 papers.
What it found
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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.
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.
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Who cites it
24 citing papers in PubMed.
- Researching the application of virtual reality in medical education: one-year follow-up of a randomized trial.BMC medical education · 2023Trial
- Effectiveness of Virtual Reality-Based Cognitive Control Training Game for Children With Attention-Deficit/Hyperactivity Disorder Symptoms: Preliminary Effectiveness Study.JMIR pediatrics and parenting · 2025Article
- Beyond the hype: longitudinal trends in virtual reality perceptions beyond the COVID-19 pandemic.Information research · 2025Article
- Factors influencing perceived benefits and behavioral intention to use mental health chatbots among professional employees: an empirical study.Frontiers in digital health · 2025Article
- The application of metaverse in mental health.Frontiers in public health · 2025Review
- Comparing Learning Outcomes of Machine-Guided Virtual Reality-Based Training With Educator-Guided Training in a Metaverse Environment: Randomized Controlled Trial.JMIR serious games · 2024Article
- Users' willingness to adopt metaverse drawing on flow theory: An empirical study using PLS-SEM and FsQCA.Heliyon · 2024Article
- Purposes and characteristics of virtual reality technologies for the elderly in the community: a scoping review.Revista latino-americana de enfermagem · 2024Article
- Therapist perspectives on telehealth-based virtual reality exposure therapy.Virtual reality · 2024Article
- The Effects of Nature-Based Travel in Virtual Reality: The Role of Spatial Presence and Narrative Engagement.Cyberpsychology, behavior and social networking · 2023Article
- V-CarE-A Conceptual Design Model for Providing COVID-19 Pandemic Awareness: Proposal for a Virtual Reality Design Approach to Facilitate People With Persistent Postural-Perceptual Dizziness.JMIR research protocols · 2023Article
- Prediction and detection of virtual reality induced cybersickness: a spiking neural network approach using spatiotemporal EEG brain data and heart rate variability.Brain informatics · 2023Article
- Emerging Technology for Healthy Lifestyle of the Middle-Age and Elderly: A Scoping Review.Iranian journal of public health · 2023Article
- How does social presence influence public crisis information sharing intention? Situational pressure perspective.Frontiers in public health · 2023Article
- Virtual reality and augmented reality in radiation oncology education - A review and expert commentary.Technical innovations & patient support in radiation oncology · 2022Article
- Machine learning methods for the study of cybersickness: a systematic review.Brain informatics · 2022Review
- Article
- How Virtual Reality Technology Has Changed Our Lives: An Overview of the Current and Potential Applications and Limitations.International journal of environmental research and public health · 2022Review
- Virtual Fitness: investigating team commitment and post-pandemic virtual workout perceptions.Telematics and informatics · 2022Article
- Shared Virtual Reality Experiences during the COVID-19 Pandemic: Exploring the Gratifications and Effects of Engagement with Immersive Videos.International journal of environmental research and public health · 2022Article
Corrections and comments
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Authors and funding
3 authors.
Funding
Abstract
The coronavirus disease 2019 (COVID-19) pandemic has impacted all aspects of people's lives, including how we work, play, learn, exercise, and socialize. Virtual reality (VR) technology has the potential to mitigate many of the challenges brought about by the pandemic, which has spurred increased adoption. However, relatively low adoption overall and limited software still restrict the power of VR to address COVID-19 difficulties effectively. This study examines how the perceived impacts of COVID-19 might lead to different VR uses and gratifications and device ownership / variability. Furthermore, we investigate the importance of social interactivity within VR for increasing adoption intentions. We surveyed 298 Amazon Mechanical Turk users during the Fall of 2020. Results indicate that the pandemic's perceived impacts influenced the likelihood of acquiring VR for education, tourism, and work. For VR ownership and variability, those who purchased VR during the pandemic were more likely to report buying it for work. Those with access to high-end VR hardware were more likely to report a broader range of uses, including socializing, health, and telemedicine. Validating the importance of various applications during the pandemic, we found that the desire for social interactivity mediates the impacts of COVID-19 on future adoption intentions. Theoretically, we propose several gratifications sought via the use of VR during the pandemic. Practically, we discuss recommendations for future VR research, marketing, and software design.
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Registered trials
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.