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增强现实产品作为新兴信息技术应用,用户采纳和使用率较低,这将影响其成功实施。已有文献主要关注用户对传统信息技术如网络购物、即时通信等的采纳行为,对于用户采纳增强现实产品研究很少。整合流体验理论以及技术接受和使用统一理论,建立了增强现实用户采纳行为模型。对收集的250份有效问卷采用结构方程模型分析,研究发现绩效期望、感知控制、感知愉悦和沉浸体验显著影响使用意愿,并且努力期望对感知愉悦的作用显著。因此,增强现实产品开发者需要关注产品给用户带来的效用,同时给用户提供愉悦和沉浸体验,促进其采纳行为。
Augmented reality products, as emerging information technology applications, have low user adoption and usage rates, which will affect their successful implementation. The existing literature mainly focuses on users’ adoption of traditional information technologies such as online shopping and instant messaging, and few studies on the adoption of augmented reality products by users. Integrated streaming experience theory and technology acceptance and use of unified theory, the establishment of an augmented reality user acceptance behavior model. Using the structural equation modeling analysis of the 250 valid questionnaires collected, the study found that performance expectations, perceived control, perceived enjoyment and immersion experience significantly affect the willingness to use, and that efforts to achieve expectations have a significant effect on perceived enjoyment. As a result, developers of augmented reality products need to focus on the utility they bring to their users, while providing users with a pleasurable and immersive experience that encourages their adoption.