• Journal of Internet Computing and Services
    ISSN 2287 - 1136(Online) / ISSN 1598 - 0170 (Print)
    http://jics.or.kr/

A Research on Value Chain Structure on Experience of VR and AR Focused on Means-End Chain Theory on VR and AR


Sang Hee Kweon, Journal of Internet Computing and Services, Vol. 19, No. 1, pp. 49-66, Feb. 2018
10.7472/jksii.2018.19.1.49, Full Text:
Keywords: Mean-end chain theory, Value Chain Structure, Value Chain, VR, AR, Content Fit

Abstract

This research explores a value chain structure of VR-AR media including user’s perception, uses, and evaluation. The purpose of this research focused on factor analysis and the relationship among user's VR-AR adoption motivations and utilities. This research explores correlation between personal value and using motivation. This study was to identify the value structure of respondent on VR-AR usages based on means-end chain theory. The research used structured APT laddering questions and 251 data was analysed. Through such analysis, category difference by stage and relationship difference were identified and hierarchical value map was compared. There are four different value ladders: first is attributes, functional consequences, psychological consequences, and final value. This study is based on the analysis of the value chain structure factors that affect VR and AR use behavior (attributes, functional benefits, psychological benefits, use value), 'Hierarchical Value Map' between users' The purpose of the model is to construct a model. For this, 'means-end chain theory' was applied to measure the causal relationship between personal value and VR related use behavior. In order to solve this research problem, 135 people were analyzed through the structured questionnaire using the AR and VR content fitness measure and the second APT laddering, and the use of VR-AR : 1) Functional benefits; 2) Psychological benefits; 3) Means to reach value, 4) Objective value chain structure was identified. The results show that VR users tried to smooth the social life through the new virtual reality audiovisual element, the newness of experience, fun, and pleasure through the departure of reality, vividness of experience, and leading fashion. The AR fitness was a game and a new program, and the value of interacting with other people and the value of 'periwinkle' played an important role through the vividness and peripheral interaction of AR, It was an important choice. The important basic values of users' VR and AR selection were correlated with psychological attributes of interaction with others, achievement, happiness and favorable values.


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Cite this article
[APA Style]
Sang Hee Kweon (2018). A Research on Value Chain Structure on Experience of VR and AR Focused on Means-End Chain Theory on VR and AR. Journal of Internet Computing and Services, 19(1), 49-66. DOI: 10.7472/jksii.2018.19.1.49.

[IEEE Style]
S. H. Kweon, "A Research on Value Chain Structure on Experience of VR and AR Focused on Means-End Chain Theory on VR and AR," Journal of Internet Computing and Services, vol. 19, no. 1, pp. 49-66, 2018. DOI: 10.7472/jksii.2018.19.1.49.

[ACM Style]
Sang Hee Kweon. 2018. A Research on Value Chain Structure on Experience of VR and AR Focused on Means-End Chain Theory on VR and AR. Journal of Internet Computing and Services, 19, 1, (2018), 49-66. DOI: 10.7472/jksii.2018.19.1.49.