ArticleFrontiers in psychology2026
Critical factors influencing the adoption of virtual reality technology for improving mental health among university students: an extended technology acceptance model.
Article in Frontiers in psychology, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.
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.
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.
Who cites it
0 citing papers in PubMed.
No citing paper in PubMed yet.
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
4 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Virtual reality (VR) technology has garnered substantial research interest as a tool for university student mental healthcare. To understand the drivers of its adoption among university students, this study aimed to introduce an extended technology acceptance model incorporating facilitating conditions, social influence, and perceived enjoyment. Based on survey data from 327 university students, analyzed via structural equation modeling, the study validated the model's applicability in this context. Results revealed that while facilitating conditions and perceived enjoyment significantly enhance perceived usefulness and perceived ease of use, social influence specifically impacts perceived usefulness. 74.0% of the variance in behavioral intention to use VR technology to improve mental health among university students is explained by the model. The findings provided a good understanding of VR technology acceptance among university students for improving mental health. Based on the findings, practical recommendations are discussed to optimize the deployment of VR-based mental health interventions for university students.
Indexed as
Identifiers
What OpenQuestion holds
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.