Introduction
The integration of information and communications technology (ICT) with services and content from various industries has ushered in new changes and experiences for users. Notably, the availability of related hardware has propelled virtual reality (VR) to the forefront, offering content for gaming, educational, and training experiences across diverse industries [
1]. The immersive capabilities of VR facilitate user engagement in achieving specific goals by enabling active interaction with virtual three-dimensional (3D) content [
2]. In the healthcare field, VR is being innovatively utilized for purposes such as medical staff training, pain management, 3D disease visualization, remote early diagnosis, and patient education. Reports suggest that VR has had a positive impact as a novel educational and training tool, as well as a promising aid for disease diagnosis and treatment [
3-
5].
To maximize leverage the immersive capabilities of VR, users are required to don equipment such as a head-mounted display (HMD), data glove, and data suit. The HMD, in particular, enhances immersion by isolating the user from their external environment, thereby enabling a more authentic VR experience [
2]. This makes it a popular choice when developing VR programs for the healthcare sector. However, the widespread commercial adoption of HMD-based VR has been impeded by uncomfortable side effects, such as cyber sickness, which can occur during the VR experience [
2,
6]. Furthermore, questions persist about the sustainability of the novelty effect, which typically boosts performance in the early stages [
7]. The challenges associated with HMD-based VR usage have been a topic of discussion for some time, with no straightforward solutions on the horizon [
8,
9]. Additionally, the majority of studies have primarily focused on cyber sickness [
2,
8,
9], leading to a misconception that advancements in virtual headset technology are the sole solution to the issues associated with HMD. This could potentially hinder the exploration of diverse methods that could encourage sustained use of HMD-based VR content.
Most studies have examined technology acceptance in relation to VR use, and it is difficult to find studies that have attempted to identify and incorporate the needs of consumers who use HMD-based VR. HMD-based VR is not merely a single form of technology, but also a tool that can enhance user satisfaction and promote health benefits through experiential effects. Therefore, the testing and development of HMD-based VR should not be solely based on findings regarding technology acceptance. Particularly in the healthcare sector, where the focus is on the emotional and behavioral aspects of humans, it is crucial to identify and meet the diverse needs of service consumers for the HMD-based VR technology service market to expand and flourish.
Thus, this study aimed to offer strategic insights for the creation of technology that can enhance user satisfaction and encourage ongoing use. This is achieved by considering relevant factors from the development phase of HMD-based VR content, with a focus on health promotion in the healthcare sector. For the successful completion of a specific task, it is crucial to embrace the technology or service and identify the factors that enable its sustainability. Factors influencing the use and ongoing intention to use ICT, such as mobile apps, can be broadly categorized into personal and technological characteristics [
10]. Trice and Treacy [
11] have noted that key factors affecting personal ICT usage include design and implementation process variables (e.g., overall implementation strategy, accuracy of user expectations, and top management support), information system characteristics (e.g., response time, accuracy, relevance, stability, and security), individual differences (e.g., age, experience, educational level, and cognitive style), and task characteristics (e.g., complexity and uncertainty). In light of this, the current study categorized the various characteristics that could influence the ongoing intention to use HMD-based VR content into four groups: personal cognition, social factors, VR content, and HMD-related factors. The aim was to identify the specific influence of each of these factors.
The specific objectives of this study were as follows. First, we aimed to identify personal characteristics associated with continuous usage intention among individuals with experience of using HMD-based VR content. Second, we sought to determine the degree of personal cognition (self-efficacy and innovative propensity), social factors (influential others and environmental support), VR content factors (engagement, functionality, aesthetics, and presence), and HMD-related factors (cyber sickness and physical discomfort) in relation to the continuous usage intention of HMD-based VR content. Third, we aimed to identify the distribution of levels of personal cognition, social factors, VR content factors, and HMD-related factors according to individuals’ experiences with HMD-based VR content. Fourth, we investigated the correlations between the continuous usage intention of HMD-based VR content and personal cognition, social factors, VR content factors, and HMD-related factors. Fifth, we aimed to determine the influence of personal cognition, social factors, VR content factors, and HMD-related factors on the continuous usage intention of HMD-based VR content.
Discussion
Investigating the continuous usage intention among users is crucial for achieving a product’s goals and securing a competitive market advantage [
18]. However, the continuous usage intention of HMD-based VR content among users is not currently well understood. Therefore, this study aims to provide foundational data to support the expansion and growth of HMD-based VR content in the healthcare market.
This study found that the continuous usage intention for HMD-based VR content was at the mid-point (2.59 points). This may be attributed to the participants’ negative perception of their experiences. This conclusion is supported by the low usage rate, with 64.5% of respondents using it only 1 or 2 times, and the short usage duration, with 91.7% of respondents using it for less than 6 months. Furthermore, only about a quarter of the participants expressed an intention to purchase HMD-based VR content and HMDs, indicating a low inclination to make a personal investment in HMD-based VR, which reaffirms their negative perception of their experiences. The continuous usage intention of a specific product or service is determined by user satisfaction [
19,
20]. Therefore, to encourage the continuous usage of HMD-based VR content, efforts must be made from various angles to enhance user satisfaction. In the healthcare field, HMD-based VR content is being developed and utilized for staff training, patient education, and patient management. Continuous usage, as opposed to one-time usage, is crucial to achieve these objectives [
3,
4]. Therefore, not only content development but also a strategic approach to foster interest and enjoyment, which will encourage continuous usage, must be considered.
There were positive correlations between personal cognition factors (self-efficacy and innovative propensity) and the continuous usage intention of HMD-based VR content. This correlation also demonstrates a high explanatory power for continuous usage intention, accounting for 35.1% of the variance. Notably, models 1, 2, and 3 from the hierarchical multiple regression analysis indicate that self-efficacy is a significantly influential variable, warranting further attention. Self-efficacy in relation to a specific information technology refers to the confidence in one’s ability to readily adopt and utilize the technology without hesitation [
21]. The low self-efficacy score (2.49) in this study suggests that participants found it challenging and had a negative perception of using HMD-based VR content. Therefore, to enhance the continuous usage intention of HMD-based VR content, it is necessary to implement specific strategies that can help users understand and learn how to use the technology more easily. These strategies could include user manuals and instructional videos. Additionally, future research should aim to identify the specific challenges users may encounter when using HMD-based VR content. This research should be conducted from the user’s perspective, rather than the technology developer’s perspective, to uncover potential solutions.
Social factors, along with the influence of others and environmental support, demonstrated a significant positive correlation with continuous usage intention. However, these factors only accounted for 4.4% of the explanatory power. In the hierarchical multiple regression analysis, models 2, 3, and 4 indicated that the influence of others is a significant variable, warranting careful attention. Social factors play a role in the adoption and sustained use of new information technology [
22]. As such, strategies that reinforce encouragement and support from peers and content operators can enhance the intention for continuous use, rather than solely depending on user willingness. Specifically, for healthcare content that necessitates expert medical knowledge to promote health, strategies should be implemented to enable relevant experts to provide information, recommend usage, and encourage continued use.
The factors of engagement, functionality, aesthetics, and presence, all of which are elements of VR content, demonstrated significantly positive correlation with continuous usage intention. However, their explanatory power was limited to only 10.7%. Hierarchical multiple regression models 3 and 4 confirmed that engagement is a significant influencing variable. Conversely, presence, previously identified in studies as a key variable for the success likelihood of VR content in the market [
23,
24], did not exhibit statistical significance in this study. These findings suggest that while presence may offer enjoyment and an incentive to begin using VR content, it alone cannot induce sustained usage. Therefore, to foster continuous usage intention, the characteristics of the target group should be taken into account from the content development stage. This includes incorporating strategies that can continually enhance engagement, such as entertainment and interest.
As HMD-related factors, cyber sickness and physical discomfort showed significant negative weak correlations with the continuous usage intention of HMD-based VR content, with an explanatory power of only 2.5%. The physical adverse effects of HMD, such as cyber sickness, act as a major deterrent to the use of HMD-based VR [
8]. The low incidence of cyber sickness reported in this study may be due to the fact that the questionnaire was not administered immediately following HMD use. Cyber sickness is a critical issue that needs to be addressed to encourage more active VR use [
2,
6]. It was also identified as a significant influencing variable in the hierarchical multiple regression analysis of model 4. Therefore, when considering continuous usage intention, it’s important to take into account the characteristics of the target group, such as their health status and age, from the content development stage. This allows for the adjustment of factors that could induce cyber sickness, including movement, graphics, and the visual appeal of content. Implementing restrictions on content usage time and device application methods may also be beneficial.
This study had the following limitations. First, the continuous usage intention of HMD-based VR content in the healthcare field was assessed by examining basic variables such as self-efficacy, innovative propensity, and social support, due to a lack of prior studies related to VR content in healthcare. As such, further investigation into associations with various health-related variables and influencing factors is necessary. Second, the participants ranged in age from 10 to 39 years, with more than half being male, and only 3.2% having experience using healthcare VR content. This limits the generalizability of the findings to groups who are not familiar with this technology. In future studies, the distribution of age and experience with healthcare VR content should be taken into account when selecting participants. Studies that include a broader age range and focus on healthcare VR content use will provide more specific insights into maintaining usage intention for health promotion.
Nevertheless, this study explored the continuous usage intention of healthcare content by examining personal cognition, social, VR content, and HMD-related factors. In conclusion, this study found that participants who had experience with healthcare content scored higher in areas of personal cognition, social aspects, and VR content compared to those without such experience. Interestingly, they scored lower in HMD-related factors. Therefore, to effectively employ HMD-based VR content in health education, it would be beneficial to simplify the content for ease of use and provide comprehensive instructions on how to use it. From a social standpoint, crafting expert guidance on content usage and promoting its continued use could prove beneficial. In terms of VR content, creating and supplying engaging and captivating strategies that take into account user characteristics could be advantageous. Regarding HMDs, it would be prudent to preemptively test for factors that could potentially lead to physical side effects such as cyber sickness. Developing content that considers performance, graphics, and usage time that could trigger such adverse effects is also recommended. Furthermore, it would be essential to devise strategies to address any issues that may arise.