| 英文摘要 |
Virtual Reality (VR) technology has rapidly evolved and is now widely applied in entertainment-related industries such as gaming, audiovisual content, and education. With the rise of the experience economy, VR has become a key medium for enhancing sensory experiences and emotional engagement. This study aims to explore consumer acceptance of VR content through 3 primary objectives: 1. to investigate user experiences with VR content; 2. to construct a technology acceptance model (TAM) for VR content; and 3. to examine the moderating effect of transaction costs on users’behavioral intentions. Based on these objectives, the study proposes three research questions and eight hypotheses. A mixed-methods approach combining quantitative surveys and qualitative interviews was adopted. The results reveal the following: First, users prefer platforms that offer ease of use and diverse content. Their primary motivations are fun and innovation—common characteristics among early adopters of emerging products. Users also demonstrate high price sensitivity, especially for single-item purchases. Second, TAM effectively explains user intentions to adopt VR content. Perceived usefulness and perceived ease of use significantly influence attitudes and behavioral intentions. Emotional resonance and technological innovation act as moderating variables, suggesting that the value of VR content lies not only in functional utility but also in immersive and emotional experiences. Perceived scarcity further enhances user attitudes and intentions. Third, transaction costs negatively moderate behavioral intentions. However, if users perceive VR content as highly useful and easy to use, their willingness to adopt remains strong despite higher transaction costs. |