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. 2024 Dec 18;12:1478615. doi: 10.3389/fpubh.2024.1478615

Table 5.

Hypotheses testing results.

Hypothesis Standardized path coefficient p-value Result
H1. Perceived ease of use has a positive effect on perceived usefulness. 0.277 <0.001 Supported
H2. Perceived usefulness has a positive effect on attitude of VR content. 0.379 <0.001 Supported
H3. Perceived usefulness has a positive effect on attitude of using VR hardware. 0.257 <0.001 Supported
H4. Perceived usefulness has a positive effect on the intention to use. 0.164 <0.001 Supported
H5. Perceived ease of use has a positive effect on attitude of VR content. 0.086 0.074 Not supported
H6. Perceived ease of use has a positive effect on attitude of using VR hardware. 0.132 0.013 Supported
H7. Attitude of VR content has a positive effect on the intention to use. 0.175 <0.001 Supported
H8. Attitude of using VR hardware has a positive effect on the intention to use. 0.148 0.001 Supported
H9. Subjective norm has a positive effect on intention to use. 0.275 <0.001 Supported
H10. Perceived behavioral control has a positive effect on intention to use. 0.482 <0.001 Supported
H11. Intention to use has a positive effect on actual usage. 0.588 <0.001 Supported
H12. Risk perception has a positive effect on attitude of using VR content. 0.177 0.001 Supported
H13. Risk perception has a positive effect on attitude of using VR hardware. 0.129 0.029 Supported
H14. Risk perception has a positive effect on the intention to use. 0.138 0.002 Supported
H15. Safety climate has a positive effect on perceived usefulness. 0.253 <0.001 Supported
H16. Safety climate has a positive effect on attitude of using VR content. 0.178 <0.001 Supported
H17. Safety climate has a positive effect on attitude of using VR hardware. 0.105 0.072 Not supported
H18. Safety climate has a positive effect on risk perception. 0.466 <0.001 Supported
H19. Self-efficacy has a positive effect on perceived ease of use. 0.371 <0.001 Supported