THE ROLE OF PRESENCE AND GENERATIONAL DIFFERENCES IN THE ACCEPTANCE OF VIRTUAL REALITY TECHNOLOGY: AN EMPIRICAL STUDY OF GENERATION X, Y, AND Z
SANAL GERÇEKLİK TEKNOLOJİSİNİN KABULÜNDE BULUNMA HİSSİ VE YAŞ KUŞAKLARINA GÖRE FARKLILIKLAR: X, Y VE Z KUŞAKLARI ÜZERİNE AMPİRİK BİR ARAŞTIRMA
DOI:
https://doi.org/10.5281/zenodo.18632675Keywords:
Virtual Reality, Presence, Technology Acceptance, GenerationsAbstract
The aim of this study is to examine whether presence and technology acceptance factors related to virtual reality (VR) differ across generational cohorts. Within this scope, perceptions of VR experiences among Generation X, Y, and Z were analyzed based on the Unified Theory of Acceptance and Use of Technology (UTAUT2) and the concept of presence. Data were collected through a questionnaire from 230 participants who experienced virtual reality applications, using a convenience sampling method. The collected data were analyzed using SPSS 25.0, and ANOVA, Levene’s test, and LSD post-hoc analyses were employed to identify generational differences. The findings reveal that among the technology acceptance factors, only social influence and hedonic motivation differ significantly across generations. Specifically, Generation X exhibits higher levels of social influence and hedonic motivation compared to Generations Y and Z. In contrast, no significant generational differences were found in performance expectancy, effort expectancy, presence-related dimensions, or behavioral intention. These results suggest that while generational differences in virtual reality acceptance are limited, social and experiential factors play a more prominent role for certain age cohorts. The study contributes to the virtual reality and technology acceptance literature by providing a generationally comparative perspective and offers valuable implications for both researchers and practitioners.
Keywords: Virtual Reality, Presence, Technology Acceptance, Generations
References
Ausburn, L. J., & Ausburn, F. B. (2004). Desktop virtual reality: A powerful new technology for teaching and research in industrial teacher education. Journal of Industrial Teacher Education, 41(4), 33-58.
Balzerkiewitz, H. P., & Stechert, C. (2022). VR in distributed product development-approach for a heuristic profitability assessment. Procedia CIRP, 109, 574-579.
Costanza, D. P., Badger, J. M., Fraser, R. L., Severt, J. B., & Gade, P. A. (2012). Generational differences in work-related attitudes: A Meta-analysis. Journal of Business and Psychology, 27(4), 375-394.
Çelikcan, U. (2022). “Eğitimde ve Tıpta Sanal Gerçeklik Uygulamaları: geçmişten Geleceğe Uzanan Bir İnceleme”, DUJE, 13(2), 235-251.
Fettahlıoğlu, H. S., Birin, C., & Yıltay, S. (2018). Teknoloji kabul modeline göre kuşaklar arası farklılığın incelenmesi: Akıllı telefon uygulamaları kullananlara yönelik bir araştırma. International Journal Of Social And Humanities Sciences Research (Jshsr), 5(29), 3904-3915.
Geriş, A., & Tunga, Y. (2020). Sanal gerçeklik ortamlarında bulunma hissi. Manisa Celal Bayar Üniversitesi Sosyal Bilimler Dergisi, 18(4), 261-282.
Gökoğlu, S. (2019). Sanal gerçeklik temelli öğrenme ortamının yangın güvenliğine yönelik davranışsal becerilerin gelişimine etkisi. Doktora Tezi, Trabzon Üniversitesi, Lisansüstü Eğitim Enstitüsü, Trabzon.
Haşıloğlu S. B., Baran, T. & Aydın, O. (2015). Pazarlama araştırmalarındaki potansiyel problemlere yönelik bir araştırma: Kolayda örnekleme ve sıklık ifadeli ölçek maddeleri. Pamukkale İşletme ve Bilişim Yönetimi Dergisi, (1), 19-28.
Heim, M.(1998). Virtual realism. Oxford: Oxford Univ. Press.
Huang, Y., Backman, S.J., & Backman, K.F. (2012). Exploring the impacts of involvement and flow experiences in Second Life on people's travel intentions. Journal of Hospitality and Tourism Technology, 3(1), 4-23.
Kitchen, P.J., & Proctor, T. (2015). Marketing communications in a post-modern world. Journal of Business Strategy, 36(5), 34-42.
Manis, K. T., & Choi, D. (2019). The virtual reality hardware acceptance model (VR-HAM): extending and individuating the technology acceptance model (TAM) for virtual reality hardware. Journal of Business Research, 100, 503-513.
Noble, S. M., & Schewe, C. D. (2003). Cohort segmentation: Anexploration of its validity. Journal of Business Research, 56(12),979-987.
Prensky, M. (2001). Digital natives, digital immigrants. On the Horizon, 9(5), 1-6.
Rauschnabel, P.A., & Ro, Y.K. (2016). Augmented reality smart glasses: An investigation of technology acceptance drivers. International Journal of Technology Marketing, 11, 123.
Rebenitsch, L. (2015). Managing cybersickness in virtual reality. XRDS Crossroads, 22(1), 46-51.
Sherman, W.R, & Craig A.B. (2019). Understanding virtual reality: Interface, application, and design (2nd edn.). Morgan Kaufmann, Cambridge.
Slater, M., Khanna, P., Mortensen, J., & Yu, I. (2009). Visual realism enhances realistic response in an immersive virtual environment. IEEE Computer Graphics and Applications, 29(3), 76-84.
Slater, M., & Sanchez-Vives, M. V. (2016). Enhancing our lives with immersive virtual reality. Frontiers in Robotics and AI, 3.
Tong T., & Kayapa, N. (2011). Perception in virtual reality enviroment. Sigma Journal of Engineering and Natural Sciences, 3(2), 348-354.
Venkatesh, V., & Davis, F.D. (2000) A Theoretical extension of the technology acceptance model: Four longitudinal field studies. Management Science, 46, 186-204.
Venkatesh, V., Thong, J.Y.L, & Xu, X. (2012). Consumer acceptance and use of information technology: Extending the unified theory of acceptance and use of technology. MIS Quarterly, 36(1), 157-178.
Witmer, B. G., Jerome, C. J., & Singer, M. J. (2005). The factor structure of the presence questionnaire. Presence: Teleoperators and Virtual Environments, 14(3), 298-312.
Wohlgenannt, I., Simons, A., & Stieglitz, S. (2020). Virtual reality. Business & Information Systems Engineering, 62, 455-461.
Yelkikalan, N. & Tan, D. (2020). Endüstri 4.0 bakış açısı ve teknoloji algısının analizi: Farklı kuşaklara yönelik nitel bir araştırma. International Journal of Disciplines Economics & Administrative Scienves Studies, 6(24), 1125-1145.
Yoh, M. S. (2001). The reality of virtual reality. In Proceedings Seventh International conference on virtual systems and multimedia. Berkeley, California. 666-674.
Zeithaml, V. A., Berry, L. L., & Parasuraman, A. (1996). The behavioral consequences of service quality. Journal of Marketing, 60(2), 31-46.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Socrates Journal of Interdisciplinary Social Studies

This work is licensed under a Creative Commons Attribution 4.0 International License.