Drivers of VR Adoption by Generation Z: Education, Entertainment, and Perceived Marketing Impact

Virtual reality (VR) can influence people’s lives and business development. It can bring immersive experiences for people and can strengthen the relationships between customers and companies. In this paper, Generation Z (Gen Z) members’ interest in VR is analyzed in various domains, like education,...

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Main Authors: Camelia Surugiu, Cătălin Grădinaru, Marius-Răzvan Surugiu
Format: Article
Language:English
Published: MDPI AG 2025-02-01
Series:Administrative Sciences
Subjects:
Online Access:https://www.mdpi.com/2076-3387/15/2/41
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author Camelia Surugiu
Cătălin Grădinaru
Marius-Răzvan Surugiu
author_facet Camelia Surugiu
Cătălin Grădinaru
Marius-Răzvan Surugiu
author_sort Camelia Surugiu
collection DOAJ
description Virtual reality (VR) can influence people’s lives and business development. It can bring immersive experiences for people and can strengthen the relationships between customers and companies. In this paper, Generation Z (Gen Z) members’ interest in VR is analyzed in various domains, like education, entertainment, and marketing. This study considers the Technology Acceptance Model (TAM) theoretical framework and explores the factors influencing Gen Z’s perceptions of VR potential. The approach is based on hypotheses and a survey-based investigation, followed by logistic regression modeling. The results show that VR attracts Gen Z members to educational and entertainment activities. Also, they believe that VR is important for marketing activities. The results show the importance of investments in VR, in all three domains, and the importance of adapting strategies to leverage VR’s potential effectively.
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series Administrative Sciences
spelling doaj-art-7d0c1530cf914120b3e75546026b33d92025-08-20T02:44:40ZengMDPI AGAdministrative Sciences2076-33872025-02-011524110.3390/admsci15020041Drivers of VR Adoption by Generation Z: Education, Entertainment, and Perceived Marketing ImpactCamelia Surugiu0Cătălin Grădinaru1Marius-Răzvan Surugiu2Faculty of Administration and Business, University of Bucharest, 030018 Bucharest, RomaniaFaculty of Administration and Business, University of Bucharest, 030018 Bucharest, RomaniaInstitute of National Economy, 050711 Bucharest, RomaniaVirtual reality (VR) can influence people’s lives and business development. It can bring immersive experiences for people and can strengthen the relationships between customers and companies. In this paper, Generation Z (Gen Z) members’ interest in VR is analyzed in various domains, like education, entertainment, and marketing. This study considers the Technology Acceptance Model (TAM) theoretical framework and explores the factors influencing Gen Z’s perceptions of VR potential. The approach is based on hypotheses and a survey-based investigation, followed by logistic regression modeling. The results show that VR attracts Gen Z members to educational and entertainment activities. Also, they believe that VR is important for marketing activities. The results show the importance of investments in VR, in all three domains, and the importance of adapting strategies to leverage VR’s potential effectively.https://www.mdpi.com/2076-3387/15/2/41Generation Zconsumer behavioreducationentertainment
spellingShingle Camelia Surugiu
Cătălin Grădinaru
Marius-Răzvan Surugiu
Drivers of VR Adoption by Generation Z: Education, Entertainment, and Perceived Marketing Impact
Administrative Sciences
Generation Z
consumer behavior
education
entertainment
title Drivers of VR Adoption by Generation Z: Education, Entertainment, and Perceived Marketing Impact
title_full Drivers of VR Adoption by Generation Z: Education, Entertainment, and Perceived Marketing Impact
title_fullStr Drivers of VR Adoption by Generation Z: Education, Entertainment, and Perceived Marketing Impact
title_full_unstemmed Drivers of VR Adoption by Generation Z: Education, Entertainment, and Perceived Marketing Impact
title_short Drivers of VR Adoption by Generation Z: Education, Entertainment, and Perceived Marketing Impact
title_sort drivers of vr adoption by generation z education entertainment and perceived marketing impact
topic Generation Z
consumer behavior
education
entertainment
url https://www.mdpi.com/2076-3387/15/2/41
work_keys_str_mv AT cameliasurugiu driversofvradoptionbygenerationzeducationentertainmentandperceivedmarketingimpact
AT catalingradinaru driversofvradoptionbygenerationzeducationentertainmentandperceivedmarketingimpact
AT mariusrazvansurugiu driversofvradoptionbygenerationzeducationentertainmentandperceivedmarketingimpact