Abstract
The virtual reality (VR) industry is continuously developing. By using VR, users can play games, experience virtual spaces, and utilize them for work. As the importance and utilization of VR increased, scholars’ interest steadily increased. This paper aims to clarify the antecedents of satisfaction in the context of VR. The data was gathered from the users who had used VR. The current study empirically analyzed the data by employing partial least squares (PLS). The results show that aesthetics is affected by color, layout, and shape. The findings reveal that usability is influenced by cognitive affordance and functional affordance. Satisfaction is impacted by only aesthetics. This article discussed the research results and derived contributions. This article will provide useful guidelines for VR-related academia and industry.
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Appendix A: Measurement Items of Constructs
Appendix A: Measurement Items of Constructs
Color is adopted from [32].
The color of the VR screen is good.
The VR screen was composed of various colors.
The colors of the VR screen were carefully presented.
Layout is adopted from [52].
You can easily navigate the menu through the VR layout.
The VR screen layout is easy to use.
The VR screen layout is structured so that information content can be easily retrieved.
Shape is adopted from [32].
The shapes of VR (e.g. square, oval, smooth edges) are well crafted.
The shape of the VR device is nice to look at.
It is fun to see the shape of the VR device.
Cognitive affordance is adopted from [14].
You can easily figure out the function of each button on the VR screen.
I could understand the meaning of all the icons on the VR screen.
Functional affordance is adopted from [14].
The VR screen is structured appropriately for me in the classification system.
The menu structure of the VR screen easily informs me of the information I need.
Aesthetics is adopted from [53].
The VR screen design (colors, menus, etc.) is pretty.
The content on the VR screen looks professionally designed.
The VR screen components (e.g. icons, layouts, etc.) are designed well.
Usability is adopted from [54].
VR devices are easy to use.
Learning to operate VR is easy.
It is easy to use VR to perform what I want it to do.
Satisfaction is adopted from [55].
The VR device lived up to my expectations.
A VR device met my needs (e.g. information retrieval, fun, social networking).
Overall I am satisfied with the VR device.
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Jang, S., Cho, J. (2024). Factors Affecting Satisfaction of Virtual Reality (VR): Focused on Design and Affordance. In: Arai, K. (eds) Intelligent Systems and Applications. IntelliSys 2023. Lecture Notes in Networks and Systems, vol 823. Springer, Cham. https://doi.org/10.1007/978-3-031-47724-9_54
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