원문정보
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초록
영어
VR games using this technology are games enjoyed in an environment blocked from the outside through a dedicated device. The possibility of market expansion has increased as big tech companies such as Apple and Meta recently released high-resolution and price popularization HMD. Through this study, the higher the amount of use of the game, the greater the amount of VR game use. In addition, the higher the amount of game time, the higher the perceived satisfaction (continuous use intention, immersion, personal innovation, and perceived cost) of VR games.
목차
ABSTRACT
1. Introduction
2. Theoretical Background
2.1 Related Research
3. Research Design
3.1 Definitions of Major Concepts and Measurement Methods
3.2 Research Problems and Hypotheses
3.3 Methods
4. Results
4.1 Correlation
4.2 Verification and Proof of Research Questions
5. Conclusion
Acknowledgement
References
1. Introduction
2. Theoretical Background
2.1 Related Research
3. Research Design
3.1 Definitions of Major Concepts and Measurement Methods
3.2 Research Problems and Hypotheses
3.3 Methods
4. Results
4.1 Correlation
4.2 Verification and Proof of Research Questions
5. Conclusion
Acknowledgement
References
저자정보
참고문헌
자료제공 : 네이버학술정보
