增强现实产品作为新兴信息技术应用,用户采纳和使用率较低,这将影响其成功实施。已有文献主要关注用户对传统信息技术如网络购物、即时通信等的采纳行为,对于用户采纳增强现实产品研究很少。整合流体验理论以及技术接受和使用统一理论,建立了增强现实用户采纳行为模型。对收集的250份有效问卷采用结构方程模型分析,研究发现绩效期望、感知控制、感知愉悦和沉浸体验显著影响使用意愿,并且努力期望对感知愉悦的作用显著。因此,增强现实产品开发者需要关注产品给用户带来的效用,同时给用户提供愉悦和沉浸体验,促进其采纳行为。
As an emerging information technology,the augmented reality products have received minor adoption among users,which will affect its implementation. Extant literature focused on user adoption of the traditional information technologies,such as the online shopping and the instant messaging,and paid a little attention to the augmented reality products adopted by the user. The study establishes a model of user's adoption of augmented reality products based on integrating the flow experience theory and the unified theory of acceptance and use of technology. 250 valid questionnaires were collected and analyzed with the structural equation model. The results show that the performance expectancy,the perceived control,the perceived enjoyment and the attention aggregation significantly affect their intention of using the products. Effort expectancy significantly affects the perceived enjoyment. Thus,the augmented reality product developers need to pay more attention to the utility that products bring to users and make users happy and immersed themselves in experiencing it so as to promote their adoption behavior.