Khalifah, Eman Al, Hammady, Ramy ORCID: https://orcid.org/0000-0003-4764-6039, Abdelrahman, Mahmoud
ORCID: https://orcid.org/0000-0002-4733-4046, Al-Shamaileh, Ons
ORCID: https://orcid.org/0000-0001-7343-1715, Marghany, Mostafa
ORCID: https://orcid.org/0000-0001-7435-7369, El-Jarn, Hatana, Darwish, Alyaa and Kurt, Yusuf
ORCID: https://orcid.org/0000-0002-5011-6322
(2025)
Technology Anxiety in Virtual Reality Adoption: Examining the Impact of Age, Past Experience, and Cybersickness.
IEEE Access, 13.
pp. 71858-71879.
ISSN 2169-3536
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Published Version
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Abstract
This study examines the role of Technology Anxiety (TA), age, past use, and cybersickness in the adoption of Virtual Reality (VR) technology. Using an extended Technology Acceptance Model (TAM), the research integrates age and past use as antecedents of TA and evaluates their influence on perceived ease of use (PEoU), perceived enjoyment (PENJ), and user attitudes. Data from 206 participants were analysed using Partial Least Squares Structural Equation Modelling (PLS-SEM) following a VR pilgrimage experience. The findings challenge conventional assumptions, revealing that past VR use increased TA, contradicting prior studies that associate familiarity with reduced anxiety. Additionally, older users exhibited lower TA levels than younger participants, highlighting a potential shift in how age influences technology adoption. TA significantly enhanced PENJ, indicating that anxiety may amplify emotional engagement in immersive settings, rather than solely acting as a barrier. While TA enhanced PEoU, it had a negative correlation with cybersickness, suggesting that anxious users might interact with VR more cautiously, thereby limiting sensory mismatches. Moreover, cybersickness did not significantly influence attitudes toward the system, emphasizing the dominance of engagement over physical discomfort in emotionally significant experiences. Attitude toward the system strongly predicted use intention, highlighting the necessity of designing VR experiences that balance usability with emotional engagement. This study provides new insights into the psychological and demographic factors influencing VR adoption and offers practical strategies for optimizing user experience, particularly in religious and cultural applications.
Impact and Reach
Statistics
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