Research Article

Investigating the Mediation and Moderation Effect of Students’ Addiction to Virtual Reality Games: A Perspective of Structural Equation Modeling

Table 2

Constructs, instruments, and sources.

ConstructCodeItems descriptionSource

Perceived experience excitement (PEX)PEX1I find playing VR games enjoyable[78]
PEX2I find playing VR games pleasant
PEX3I have fun playing VR games

VR self-efficacy (VSE)VSE1I am confident and can understand the basic concepts of a VR environment[79]
VSE2I am confident that I can excellently perform while using a VR environment
VSE3I expect to do well in a VR environment

VR interactivity (VRI)VRI1I feel that I have a lot of control over the content of the game[80]
VRI2I interactively play a VR game
VRI3I feel I can control my visual perspective

VR realism (VRR)VRR1While playing this game, I felt like I was present in the video game world[81]
VRR2While playing this game, I felt that I was part of the video game world
VRR3While playing this game, I felt as if I was a part of the action

VR cognitive satisfaction (VCS)VCS1My choice to use VR games was a wise one[82]
VCS2The VR games provide me with a real environment, which I idealize
VCS3VR games provide me with what is needed from a gaming environment

VR game addiction (VAD)VAD1Using VR games sometimes interferes with other things[83]
VAD2When I play VR games, I often feel agitated
VAD3I have made unsuccessful attempts to reduce the time I use VR gadgets to play games

VR affordance (VA)AV1The likelihood that I will purchase VR hardware within the foreseeable future is high[84]
AV2I intend to purchase VR hardware within the foreseeable future
AV3Purchasing VR hardware in the foreseeable future is important to me