Drivers of VR Adoption by Generation Z: Education, Entertainment, and Perceived Marketing Impact
Abstract
:1. Introduction
2. Literature Review and Hypotheses Development
2.1. VR and Education
2.2. VR and Entertainment
2.3. VR, Marketing and Consumer Behavior
3. Materials and Methods
3.1. Econometric Model
3.2. VR and Explanatory Variables
3.3. Questionnaire and Sample
- VR changes that companies need to address in their marketing activities.
- Types of products or services that would benefit the most from the use of VR in marketing strategies.
- Main advantages of using VR in marketing.
- Changes in consumer behavior due to exposure to VR content in marketing activities.
- Methods of influencing the purchase decision that can be adopted in marketing campaigns based on VR.
4. Results
4.1. Model Fit
4.2. Model Results
5. Discussion
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Independent Variables’ Definitions | Coding | Questions from the Questionnaire |
---|---|---|
Respondents’ usage of VR in educational activities | VR_education | Have you used virtual reality in educational activities? (Yes/No) |
Respondents’ usage of VR in entertainment activities | VR_entertainment | How often do you use virtual reality for entertainment purposes? (5-point Likert scale from very little to very much) |
VR will change the way companies approach marketing | VR_MKCOMP | Do you think that virtual reality will change the way companies approach marketing? (Yes/No) |
VR content in marketing activities changes consumer behavior | CB_MK_VR | Have you noticed a change in your purchase behavior following exposure to virtual reality content in marketing activities? (5-point Likert scale from a very small extent to a very large extent) |
Measure | Item | N = 447 | Frequency % |
---|---|---|---|
Gender | Male | 222 | 49.7 |
Female | 225 | 50.3% | |
Education | High school/post-secondary studies/professional studies | 223 | 49.9% |
Bachelor’s degree/master’s degree | 224 | 50.1% | |
Average monthly income | RON 1000 or less | 240 | 53.7% |
RON 1001–4000 | 162 | 36.2% | |
More than RON 4000 | 45 | 10.1% | |
Occupation | Student | 357 | 79.8% |
Employee | 75 | 16.8% | |
Entrepreneur | 15 | 3.4% |
Factor | Tolerance | VIF |
---|---|---|
VR_education | 0.860 | 1.163 |
VR_entertainment | 0.777 | 1.288 |
VR_MKCOMP | 0.985 | 1.015 |
CB_MK_VR | 0.843 | 1.187 |
Tests | Outcomes |
---|---|
Omnibus Tests of Model Coefficients | Chi-square = 53.402; df = 4; p-value = 0.000 p < 0.001 |
Pseudo R-Square | −2Log likelihood = 534.206; Cox and Snell R-square = 0.113; Nagelkerke R-Square = 0.154 |
Hosmer and Lemeshow Test | Chi-square = 5.271, df = 6, p-value = 0.510 (>0.05) |
Area Under the ROC Curve | Predicted probability: 0.704 |
Factor | β | S.E. | Wald | df | Sig. | Exp(B) | 95% C.I. for EXP(B) |
---|---|---|---|---|---|---|---|
VR_education | 0.413 | 0.161 | 6.629 | 1 | 0.010 *** | 1.512 | 1.104–2.071 |
VR_entertainment | 0.654 | 0.328 | 3.969 | 1 | 0.046 ** | 1.922 | 1.011–3.656 |
VR_MKCOMP | 1.082 | 0.268 | 16.253 | 1 | 0.000 *** | 2.951 | 1.744–4.993 |
CB_MK_VR | 0.253 | 0.115 | 4.858 | 1 | 0.028 ** | 1.288 | 1.028–1.613 |
Constant | −1.481 | 0.344 | 18.500 | 1 | 0.000 *** | 0.227 |
Displayed Opinions | Total | % |
---|---|---|
Captivating experiences where consumers can interact with products or services in a virtual environment. | 295 | 66.0 |
Customization of marketing experiences according to consumers’ preferences and individual behavior can increase engagement and relevance. | 204 | 45.6 |
Consumers explore products or services in detail without touching them. | 183 | 40.9 |
Reducing geographic barriers allows consumers to participate in events or interact with products without being physically present. | 148 | 33.1 |
Obtaining instant feedback from consumers regarding products or experiences presented in VR, providing valuable information to improve the offer. | 147 | 32.9 |
Differentiating the brand from the competition offers an innovative and modern element which can attract and retain consumers’ attention. | 143 | 32.0 |
Generation of viral content, with users sharing their captivating experiences on social media platforms. | 116 | 26.0 |
Stimulating user engagement causes them to spend more time engaging with content. | 91 | 20.4 |
Increasing information retention is important because users are involved more deeply and interactively. | 88 | 19.7 |
Low costs compared to physical experiences. | 68 | 15.2 |
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Surugiu, C.; Grădinaru, C.; Surugiu, M.-R. Drivers of VR Adoption by Generation Z: Education, Entertainment, and Perceived Marketing Impact. Adm. Sci. 2025, 15, 41. https://doi.org/10.3390/admsci15020041
Surugiu C, Grădinaru C, Surugiu M-R. Drivers of VR Adoption by Generation Z: Education, Entertainment, and Perceived Marketing Impact. Administrative Sciences. 2025; 15(2):41. https://doi.org/10.3390/admsci15020041
Chicago/Turabian StyleSurugiu, Camelia, Cătălin Grădinaru, and Marius-Răzvan Surugiu. 2025. "Drivers of VR Adoption by Generation Z: Education, Entertainment, and Perceived Marketing Impact" Administrative Sciences 15, no. 2: 41. https://doi.org/10.3390/admsci15020041
APA StyleSurugiu, C., Grădinaru, C., & Surugiu, M.-R. (2025). Drivers of VR Adoption by Generation Z: Education, Entertainment, and Perceived Marketing Impact. Administrative Sciences, 15(2), 41. https://doi.org/10.3390/admsci15020041