Abstract
Although some experimental research investigated the positive effect of VR games on learning, the problematic use of VR games has become increasingly severe among a large proportion of learners. One of these is learner addiction in VR games. However, there is still a lack of literature on VR game addiction in the learning context. This study examines the formation process of addiction with a particular focus on the abilities of VR technology to understand the mechanism of VR game addiction. Based on the cognitive-behavioral model, this study used empirical data to generate findings and implications. This study used multiple mediations and hierarchal regression for moderation evaluation with a multi-perspective approach, which is developing the cognition behavioral changes of users. Findings show that addictive behavior is determined by VR experiences (i.e., presence and flow experience) of VR games. Besides, these experiences are influenced by Mental Imagery (MI), VR Game Curiosity (VGC), and VR Affordance (VRF). We enhance the cognitive-behavioral model in the current context by identifying MI, VGC, and VRF as distal causes and perceived presence and flow experiences as proximal causes. The practical implications of preventing VR game addiction are also discussed in this research. Copyright © 2020 Immersive Learning Research Network.
Original language | English |
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Title of host publication | Proceedings of 6th International Conference of the Immersive Learning Research Network, iLRN 2020 |
Place of Publication | USA |
Publisher | IEEE |
Pages | 116-124 |
ISBN (Electronic) | 9781734899504 |
DOIs | |
Publication status | Published - 2020 |
Citation
Zhai, X., Wang, M., Zhou, R., Anwar, M. A., Saneinia, S., Ahmad, I., Li, M., & Asmi, F. (2020). The Nexus between VR affordability, cognition, and VR addiction: A gaming perspective. In Proceedings of 6th International Conference of the Immersive Learning Research Network, iLRN 2020 (pp. 116-124). IEEE. https://doi.org/10.23919/iLRN47897.2020.9155127Keywords
- VR games
- Addiction
- VR self-efficacy
- Cognitive-behavioral framework
- Flow experience