{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,4,16]],"date-time":"2026-04-16T20:40:56Z","timestamp":1776372056726,"version":"3.51.2"},"reference-count":56,"publisher":"Emerald","issue":"6","license":[{"start":{"date-parts":[[2024,4,9]],"date-time":"2024-04-09T00:00:00Z","timestamp":1712620800000},"content-version":"tdm","delay-in-days":0,"URL":"https:\/\/www.emerald.com\/insight\/site-policies"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":["OIR"],"published-print":{"date-parts":[[2024,10,11]]},"abstract":"<jats:sec>\n                    <jats:title content-type=\"abstract-subheading\">Purpose<\/jats:title>\n                    <jats:p>Virtual reality (VR) offers unprecedented immersion and interactivity in education, and working and learning from home have become the norm during the COVID-19 pandemic. This study empirically investigated the factors affecting the use of a VR online learning system (VROLS).<\/jats:p>\n                  <\/jats:sec>\n                  <jats:sec>\n                    <jats:title content-type=\"abstract-subheading\">Design\/methodology\/approach<\/jats:title>\n                    <jats:p>To explore factors affecting users\u2019 continuance behavioral intentions toward using VROLSs, a research framework was formed comprising factors that constitute benefits (i.e. pull factors) and costs (i.e. push factors); these factors included perceived value, flow and social influence. The data for this study were collected via online survey questionnaires. A total of 307 valid responses were used to examine the hypotheses in the research model, employing structural equation modeling (SEM) techniques.<\/jats:p>\n                  <\/jats:sec>\n                  <jats:sec>\n                    <jats:title content-type=\"abstract-subheading\">Findings<\/jats:title>\n                    <jats:p>Perceived value, flow experience and the number of peers using VR primarily affect the decision to adopt a VROLS. The pull factors of spatial presence, entertainment and service compatibility, along with the push factors of complexity and visual fatigue, affect perceived value. Therefore, we conclude that perceived value is a primary factor positively influencing both flow experience and the decision to adopt the service.<\/jats:p>\n                  <\/jats:sec>\n                  <jats:sec>\n                    <jats:title content-type=\"abstract-subheading\">Originality\/value<\/jats:title>\n                    <jats:p>This study contributes to a theoretical understanding of factors that explain users\u2019 intention to use VROLSs.<\/jats:p>\n                  <\/jats:sec>","DOI":"10.1108\/oir-05-2022-0307","type":"journal-article","created":{"date-parts":[[2024,4,8]],"date-time":"2024-04-08T23:50:01Z","timestamp":1712620201000},"page":"1233-1251","source":"Crossref","is-referenced-by-count":7,"title":["Virtual reality-based online learning system adoption: a\u00a0research framework and empirical study"],"prefix":"10.1108","volume":"48","author":[{"given":"Yi-Ting","family":"Wang","sequence":"first","affiliation":[]},{"ORCID":"https:\/\/orcid.org\/0000-0002-3902-4785","authenticated-orcid":false,"given":"Kuan-Yu","family":"Lin","sequence":"additional","affiliation":[]}],"member":"140","published-online":{"date-parts":[[2024,4,9]]},"reference":[{"key":"key2024101014200386100_ref001","doi-asserted-by":"crossref","unstructured":"Abbasnejad, B., Soltani, S. and Wong, P. 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