Research Article
Investigating the Mediation and Moderation Effect of Students’ Addiction to Virtual Reality Games: A Perspective of Structural Equation Modeling
Table 3
Reliability and validity analysis through CFA.
| Construct | Items | Λ | α | CR | AVE |
| Perceived experience excitement (PEX) | PEX1 | 0.832 | 0.776 | 0.855 | 0.662 | PEX2 | 0.819 | PEX3 | 0.790 |
| VR self-efficacy (VSE) | VSE1 | 0.804 | 0.824 | 0.810 | 0.587 | VSE2 | 0.753 | VSE3 | 0.741 |
| VR interactivity (VRI) | VRI1 | 0.847 | 0.848 | 0.870 | 0.691 | VRI2 | 0.830 | VRI3 | 0.816 |
| VR realism (VRR) | VRR1 | 0.851 | 0.874 | 0.863 | 0.678 | VRR2 | 0.833 | VRR3 | 0.784 |
| VR cognitive satisfaction (VCS) | VCS1 | 0.844 | 0.903 | 0.878 | 0.706 | VCS2 | 0.839 | VCS3 | 0.838 |
| VR game addiction (VAD) | VAD1 | 0.866 | 0.864 | 0.849 | 0.655 | VAD2 | 0.861 | VAD3 | 0.688 |
| VR affordance (VA) | VA1 | 0.960 | 0.936 | 0.958 | 0.884 | VA2 | 0.935 | VA3 | 0.926 |
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