Why users have motivations to substitute VR exergames for traditional sports: a perspective from the technology readiness and acceptance model

Purpose This study aims to explore how individual characteristics influence users' perceptions of virtual reality (VR) exergames and their intention to substitute these games for traditional sports, utilizing the technology readiness and acceptance model (TRAM). Furthermore, this research investigates substitution mechanisms and the development potential of VR exergames to gain insights into the decision-making process regarding the adoption of VR technology. Design/methodology/approach A comprehensive literature review identified new variables related to VR exergames and supported the development of a research model based on TRAM. Online surveys targeted the VR exergames community and employed purposive and snowball sampling methods. The proposed models and 16 hypotheses were examined using partial least squares structural equation modeling (PLS-SEM) and fuzzy set qualitative comparative analysis (fsQCA) with data from 248 validated questionnaires. Findings PLS-SEM results indicate that users’ technological readiness and perceived interactivity significantly influence their perception of VR exergames. Perceived usefulness and substitutability strongly affect the intention to replace traditional sports, while perceived ease of use shows no significant impact. FsQCA identified eleven configurations that lead to a high intention to substitute VR exergames for traditional sports, with perceived substitutability, weekly exercise time in VR exergames and development vision being the core conditions. Originality/value This study provides recommendations for advancing VR exergames to enhance user experience and promote national fitness initiatives. Furthermore, it expands the application of TRAM within the VR context and deepens the understanding of new technology adoption behaviors based on individual differences.

Authors

Publication Details

Journal
Aslib Journal of Information Management
Published
2025-06-25
DOI
https://doi.org/10.1108/ajim-10-2024-0779
Citations
1
Primary Topic
Technology Adoption and User Behaviour
Type
article
Field-Weighted Citation Impact
4.17
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article

Why users have motivations to substitute VR exergames for traditional sports: a perspective from the technology readiness and acceptance model

Qing Ke, Haodong Sun
1 citations
Aslib Journal of Information Management
Technology Adoption and User Behaviour
4.17
article

Why users have motivations to substitute VR exergames for traditional sports: a perspective from the technology readiness and acceptance model

Qing Ke, Haodong Sun
article en
1 citations

Abstract

Purpose This study aims to explore how individual characteristics influence users' perceptions of virtual reality (VR) exergames and their intention to substitute these games for traditional sports, utilizing the technology readiness and acceptance model (TRAM). Furthermore, this research investigates substitution mechanisms and the development potential of VR exergames to gain insights into the decision-making process regarding the adoption of VR technology. Design/methodology/approach A comprehensive literature review identified new variables related to VR exergames and supported the development of a research model based on TRAM. Online surveys targeted the VR exergames community and employed purposive and snowball sampling methods. The proposed models and 16 hypotheses were examined using partial least squares structural equation modeling (PLS-SEM) and fuzzy set qualitative comparative analysis (fsQCA) with data from 248 validated questionnaires. Findings PLS-SEM results indicate that users’ technological readiness and perceived interactivity significantly influence their perception of VR exergames. Perceived usefulness and substitutability strongly affect the intention to replace traditional sports, while perceived ease of use shows no significant impact. FsQCA identified eleven configurations that lead to a high intention to substitute VR exergames for traditional sports, with perceived substitutability, weekly exercise time in VR exergames and development vision being the core conditions. Originality/value This study provides recommendations for advancing VR exergames to enhance user experience and promote national fitness initiatives. Furthermore, it expands the application of TRAM within the VR context and deepens the understanding of new technology adoption behaviors based on individual differences.

Aslib Journal of Information Management
Openalex Percentile: Top 6%
Technology Adoption and User Behaviour
4.17
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