Published 2024

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Publication details

Journal : International Workshop on Quality of Multimedia Experience (QoMEX) , 2024

Publisher : IEEE (Institute of Electrical and Electronics Engineers)

International Standard Numbers :
Printed : 2372-7179
Electronic : 2472-7814

Publication type : Academic article

Contributors : Eg, Ragnhild; Raaen, Kjetil

Research areas

Trends

Digitalisation

Consumer insight

If you have questions about the publication, you may contact Nofima’s Chief Librarian.

Kjetil Aune
Chief Librarian
kjetil.aune@nofima.no

Summary

Despite the long history of virtual reality (VR) technology and its current availability, it remains unclear how the general public perceives and uses the technology. To shed light on this, we conducted a panel survey with 931 respondents in the spring of 2021. The survey revealed that while most people knew what VR is, only 20% had tried it; even among the age groups below 40 years, the share with VR experience ranged from 34 to 54%. Moreover, the vast majority were infrequent users, only 0.6% of the full sample used VR weekly. Reasons provided for not trying VR were mainly related to either lack of interest or lack of opportunity, while infrequent usage seemed to be linked to poor user experience. User experience was in turn tied to sound and image quality, novelty, usability, content, responsiveness and cybersickness symptoms such as vertigo and nausea. This suggests that those who are already familiar with VR require high technical quality as well as high creative quality if they are to adopt VR as a consumer technology.

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