Exploring student engagement and reuse intention in a VR-based art exhibition

This study explores the psychological and experiential factors influencing students’ intention to reuse a virtual reality (VR) art exhibition. Grounded in the Technology Acceptance Model (TAM), Flow Theory, and the Experience Economy framework, the research investigates how immersion, presence, interactivity, aesthetic appreciation, and perceived enjoyment shape behavioural responses in VR-based art education. A post-experience survey was administered to 148 fine arts students after their engagement with a VR art gallery via Oculus Quest 3. Using Pearson correlation and mediation/moderation analyses via the PROCESS macro in SPSS, the study found that perceived enjoyment significantly mediated the relationship between experiential factors (immersion, presence, interactivity, and aesthetic appreciation) and the intention to reuse the VR experience. Notably, perceived enjoyment fully mediated the effects of immersion, presence, and interactivity, and partially mediated aesthetic appreciation. Furthermore, the influence of perceived enjoyment on reuse intention was moderated by students' prior experience with e-learning technologies. The final model highlights the central role of emotional responses, particularly perceived enjoyment, as the primary pathway through which users decide to reuse VR in art education. These findings offer theoretical contributions to understanding engagement in VR environments and provide practical recommendations for designing emotionally rich, visually compelling educational experiences.

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Publication Details

Journal
Computers in Human Behavior Reports
Published
2025-12-31
DOI
https://doi.org/10.1016/j.chbr.2025.100925
Citations
1
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
1.94
Controls
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article

Exploring student engagement and reuse intention in a VR-based art exhibition

Faris Al-Fayyadh, Attila Gilányi
1 citations
Computers in Human Behavior Reports
Virtual Reality Applications and Impacts
1.94
article

Exploring student engagement and reuse intention in a VR-based art exhibition

Faris Al-Fayyadh, Attila Gilányi
article en
1 citations

Abstract

This study explores the psychological and experiential factors influencing students’ intention to reuse a virtual reality (VR) art exhibition. Grounded in the Technology Acceptance Model (TAM), Flow Theory, and the Experience Economy framework, the research investigates how immersion, presence, interactivity, aesthetic appreciation, and perceived enjoyment shape behavioural responses in VR-based art education. A post-experience survey was administered to 148 fine arts students after their engagement with a VR art gallery via Oculus Quest 3. Using Pearson correlation and mediation/moderation analyses via the PROCESS macro in SPSS, the study found that perceived enjoyment significantly mediated the relationship between experiential factors (immersion, presence, interactivity, and aesthetic appreciation) and the intention to reuse the VR experience. Notably, perceived enjoyment fully mediated the effects of immersion, presence, and interactivity, and partially mediated aesthetic appreciation. Furthermore, the influence of perceived enjoyment on reuse intention was moderated by students' prior experience with e-learning technologies. The final model highlights the central role of emotional responses, particularly perceived enjoyment, as the primary pathway through which users decide to reuse VR in art education. These findings offer theoretical contributions to understanding engagement in VR environments and provide practical recommendations for designing emotionally rich, visually compelling educational experiences.

Computers in Human Behavior ReportsVol. 21
University of Debrecen (HU)
Quality Education
Openalex Percentile: Top 10%
Virtual Reality Applications and Impacts
1.94
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