This study investigates whether gamification factors can enhance user immersion and intention to continue using within Virtual Reality (VR) environments through an empirical immersive media experiment. To achieve this objective, a research model was d...
This study investigates whether gamification factors can enhance user immersion and intention to continue using within Virtual Reality (VR) environments through an empirical immersive media experiment. To achieve this objective, a research model was developed incorporating Challenge, Reward, and Accessibility as key gamification factors, with Flow specified as a mediating variable and Continuous Use Intention as the dependent variable. Seven hypotheses were formulated and empirically tested.
The experiment was conducted over a 19-day period (October 28 ~ November 15, 2024) in a designated laboratory at a four-year university in Seoul, using Meta Quest Oculus 3 VR headsets. Participants engaged with the National Geographic Explore VR application, selecting either Machu Picchu or Antarctica as their exploration site. Immediately following the VR experience, participants completed an online questionnaire accessed via a QR code on their smartphones. A total of 206 valid responses, excluding 10 pilot entries, were retained for the final analysis. Descriptive statistics, reliability testing, and factor analyses were performed using SPSS and AMOS (version 29).
The findings supported six of the seven hypotheses. Challenge and Accessibility exerted significant positive effects on both Flow and Continuous Use Intention. Although Reward was positively associated with Flow, it did not show a significant direct effect on Continuous Use Intention. Mediation analyses using Bootstrap and Sobel tests revealed a full mediation effect in the pathway from Reward to Continuous Use Intention through Flow. In contrast, other pathways exhibited partial mediation, highlighting Flow as a central mediating variable linking gamification factors to sustained usage behavior.
To further investigate potential differences by content type, a multi-group analysis was conducted using equal subsamples of Machu Picchu (n = 103) and Antarctica (n = 103) participants. Although several paths differed significantly between groups, no fundamental structural differences were observed. This indicates that the structural effects of gamification variables remain robust regardless of VR content type. Also examined whether Challenge acts as a mediating variable among other gamification factors. However, this mediation effect was not statistically significant. Nevertheless, the results suggest that gamification factors can interact and exert influence through indirect, mutually mediated mechanisms.
In conclusion, this research contributes to the literature by empirically validating the role of gamification in shaping user engagement and behavioral intentions within real-world VR contexts. By demonstrating that gamification strategies aimed at promoting user immersion can foster sustained VR service adoption, the study offers significant theoretical and practical implications. These findings provide researchers and practitioners with strategic guidance for designing virtual environments and immersive content that encourage long-term user participation.