Acceptance by athletes of a virtual reality head-mounted display intended to enhance sport performance

被引:28
|
作者
Mascret, Nicolas [1 ]
Montagne, Gilles [1 ]
Devriese-Sence, Antoine [1 ]
Vu, Alexandre [2 ]
Kulpa, Richard [2 ]
机构
[1] Aix Marseille Univ, ISM, CNRS, Marseille, France
[2] Univ Rennes, M2S, INRIA, F-35000 Rennes, France
关键词
Virtual environment; Technology acceptance model; Training; Simulation; Competition; USER ACCEPTANCE; OLDER-ADULTS; MODEL TAM; TECHNOLOGY;
D O I
10.1016/j.psychsport.2022.102201
中图分类号
F [经济];
学科分类号
02 ;
摘要
While a growing number of studies have highlighted the potential of virtual reality (VR) to improve athletes' skills, no research has yet focused on acceptance of a VR head-mounted display (VR-HMD) designed to increase sport performance. However, even if technological devices could potentially lead to performance improvement, athletes may not always accept them. To investigate this issue, the Technology Acceptance Model (TAM) examines if perceived usefulness, perceived ease of use, perceived enjoyment, and subjective norms (i.e., social influence) are positive predictors of intention to use a specific technology. The aims of the present study were to test with competitive athletes the validity of the TAM before a first use of a VR-HMD intended to enhance sport performance and to examine to what extent the level of practice and the type of sport practiced have an influence on the previous variables of the TAM. The study sample comprised 1162 French athletes (472 women, 690 men, M-age = 24.50 +/- 8.51 years) who usually practiced a sport in competition (from recreational to international level). After reading a short text presenting the VR-HMD and its interests for sport performance, the participants filled out an online questionnaire assessing their acceptance of this technological device before a first use. The results of the structural equation modeling analysis revealed that perceived usefulness, perceived ease of use, perceived enjoyment, and subjective norms were positive predictors of intention to use this VR-HMD, validating the suitability of the TAM for investigating the acceptance by athletes of a VR-HMD designed to increase their sport performance. The results also showed that athletes of all sport levels (a) had a significant intention to use VR, (b) found it quite useful (except for recreational athletes), quite easy to use, and quite pleasant to use, even if their entourage would not encourage them to use it (except for international athletes), and (c) found the VRHMD easy and pleasant to use whatever the sport practiced. Notably some athletes (e.g., triathletes, swimmers, cyclists) did not find the VR-HMD significantly useful and did not have significant intention to use it to increase their performance. Identifying acceptance by athletes of such a device may increase the likelihood that it will be used by athletes of different levels and from different sports, so that they can benefit from all its advantages related to the improvement of their sport performance. Needs-based targeted interventions may also be conducted toward athletes who might be reluctant to integrate this type of device into their training.
引用
收藏
页数:10
相关论文
共 50 条
  • [41] Stray light analysis and suppression method of a pancake virtual reality head-mounted display
    Hou, Qichao
    Cheng, Dewen
    LI, Yang
    Zhang, Tian
    LI, Danyang
    Huang, Yilun
    Chen, Hailong
    Wang, Qiwei
    Hou, Weihong
    Yang, Tong
    Wang, Yongtian
    OPTICS EXPRESS, 2022, 30 (25): : 44918 - 44932
  • [42] Game play in virtual reality driving simulation involving head-mounted display and comparison to desktop display
    Cao, Shi
    Nandakumar, Krithika
    Babu, Raiju
    Thompson, Benjamin
    VIRTUAL REALITY, 2020, 24 (03) : 503 - 513
  • [43] A VIRTUAL KEYBOARD INTERFACE FOR HEAD-MOUNTED DISPLAY DEVICES
    Kim, Yeonho
    Sung, Myungchul
    Kim, Daijin
    PROCEEDINGS OF THE INTERNATIONAL CONFERENCES ON INTERFACES AND HUMAN COMPUTER INTERACTION 2015, GAME AND ENTERTAINMENT TECHNOLOGIES 2015 AND COMPUTER GRAPHICS, VISUALIZATION, COMPUTER VISION AND IMAGE PROCESSING 2015, 2015, : 11 - 18
  • [44] Block-building performance test using a virtual reality head-mounted display in children with intermittent exotropia
    Seung Ah Chung
    Jaewon Choi
    Seungchan Jeong
    Jeonggil Ko
    Eye, 2021, 35 : 1758 - 1765
  • [45] Block-building performance test using a virtual reality head-mounted display in children with intermittent exotropia
    Chung, Seung Ah
    Choi, Jaewon
    Jeong, Seungchan
    Ko, Jeonggil
    EYE, 2021, 35 (06) : 1758 - 1765
  • [46] Facial Performance Sensing Head-Mounted Display
    Li, Hao
    Trutoiu, Laura
    Olszewski, Kyle
    Wei, Lingyu
    Trutna, Tristan
    Hsieh, Pei-Lun
    Nicholls, Aaron
    Ma, Chongyang
    ACM TRANSACTIONS ON GRAPHICS, 2015, 34 (04):
  • [47] Virtual Reality Exposure Treatment of Agoraphobia: a Comparison of Computer Automatic Virtual Environment and Head-Mounted Display
    Meyerbroker, Katharina
    Morina, Nexhmedin
    Kerkhof, Gerard
    Emmelkamp, Paul M. G.
    ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE, 2011, 9 : 41 - 45
  • [48] Enhanced Attention Using Head-mounted Virtual Reality
    Li, Gang
    Anguera, Joaquin A.
    Javed, Samirah, V
    Khan, Muhammad Adeel
    Wang, Guoxing
    Gazzaley, Adam
    JOURNAL OF COGNITIVE NEUROSCIENCE, 2020, 32 (08) : 1438 - 1454
  • [49] 3D spatial interaction with the wii remote for head-mounted display virtual reality
    Chow, Yang-Wai
    World Academy of Science, Engineering and Technology, 2009, 38 : 381 - 387
  • [50] Calibration of a head-mounted projective display for augmented reality systems
    Hua, H
    Gao, CY
    Ahuja, N
    INTERNATIONAL SYMPOSIUM ON MIXED AND AUGMENTED REALITY, PROCEEDINGS, 2002, : 176 - 185