TY - JOUR
T1 - From Apps to Virtual Reality
T2 - The Transferability of Compliance Drivers from Non-Virtual Reality to Virtual Reality Persuasive Systems
AU - Ekpezu, Akon Obu
AU - Wiafe, Isaac
AU - Atsakpo, Elikem Doe
AU - Oinas-Kukkonen, Harri
N1 - Publisher Copyright:
© 2025 Taylor & Francis Group, LLC.
PY - 2025
Y1 - 2025
N2 - Owing to the unique dynamics of user interaction in virtual reality (VR), this study investigated how the determinants of compliance in conventional persuasive systems similarly affect compliance in VR. Compliance was measured subjectively and objectively in a persuasive VR environment. Partial least squares structural equation modeling was used to analyze data from 231 users of the environment. The results showed that credibility support strongly predicted perceived competence, while social support had only a negligible effect. Both primary task support and dialogue support significantly influenced perceived effectiveness, albeit with weak effect sizes. Perceived effectiveness exerted a stronger effect on perceived enjoyment than perceived competence, and perceived enjoyment strongly predicted perceived persuasiveness, which in turn significantly influenced perceived compliance. However, perceived compliance did not align with actual compliance. This highlights an intention–behavior gap. Overall, the findings confirm the transferability of compliance drivers from conventional persuasive systems to VR.
AB - Owing to the unique dynamics of user interaction in virtual reality (VR), this study investigated how the determinants of compliance in conventional persuasive systems similarly affect compliance in VR. Compliance was measured subjectively and objectively in a persuasive VR environment. Partial least squares structural equation modeling was used to analyze data from 231 users of the environment. The results showed that credibility support strongly predicted perceived competence, while social support had only a negligible effect. Both primary task support and dialogue support significantly influenced perceived effectiveness, albeit with weak effect sizes. Perceived effectiveness exerted a stronger effect on perceived enjoyment than perceived competence, and perceived enjoyment strongly predicted perceived persuasiveness, which in turn significantly influenced perceived compliance. However, perceived compliance did not align with actual compliance. This highlights an intention–behavior gap. Overall, the findings confirm the transferability of compliance drivers from conventional persuasive systems to VR.
KW - fitness apps
KW - Perceived compliance
KW - persuasive systems design
KW - persuasive technology
KW - virtual reality
UR - https://www.scopus.com/pages/publications/105022662312
U2 - 10.1080/10447318.2025.2579782
DO - 10.1080/10447318.2025.2579782
M3 - Article
AN - SCOPUS:105022662312
SN - 1044-7318
JO - International Journal of Human-Computer Interaction
JF - International Journal of Human-Computer Interaction
ER -