| With the progress of information technology,virtual reality headsets have gradually come into fashion from the professional field to digital consumer marketing.Since 2016,which was the "first year of VR",there are many key iterations of virtual reality technology.5G network communication technology and decreased software and hardware costs have promoted the virtual reality industry.In the context of COVID-19 epidemic prevention and control,people prefer to cut back on unnecessary outdoor activities.Using virtual reality devices to exercise at home has become a fashion.Related reports also predict that 2022 will become the growth pole of virtual reality terminal devices.However,there are still some problems to be solved hiding behind the development of the virtual reality industry.Expensive hardware,serious symptoms of motion sickness,and lacking high-quality consumer content are typical problems.Video games are the main consumer content of virtual reality applications,and also have high research value.But,at the level of marketing and management of virtual reality games,the existing research still lacks more in-depth exploration of the following three aspects:First,the existing research mainly focuses on the progress of virtual reality technology.Few works of literature discuss the changing trend of interaction mode with technology upgrading from the level of consumer content.Second,existing works either compare users’ experience of using virtual reality/non-virtual reality games or explore the impact of virtual reality game marketing elements on consumers’ purchase intention.Virtual reality game marketing in the cross-field has received only a small amount of attention.Only some qualitative research extracts information from online reviews and interviews of virtual reality game consumers,so as to summarize management suggestions.Third,as the representative of"exercise with fun",virtual reality exergames attract many consumers during the COVID-19 epidemic.Thus,exergame is the iterative direction of virtual reality games in the future.User experience analysis serves for product iterative development,but research on the user experience of exergames still lacks clear methods.In order to cover the shortage of existing works,this paper collected articles on a web portal,discussion posts on a forum,and massive,real online consumer reviews on an e-commerce platform as the data source;It took Flow Theory,GOMS(Goal,Operation,Methods,Selection rules)model,Technology Acceptance Model,and Self-Determination Theory as the theoretical basis;It used text mining,machine learning,statistical methods to explore in the cross-field of management and computer science;It conducted in-depth research around human-computer interaction tasks,user technology acceptance behavior and user experience of virtual reality games.The main contents and contributions of this paper are as follows:First,the author extracted the<subject,predicate,object>triples from user-generated contents available on the Internet,then built a directed semantic network,identifying important nodes according to eigenvector centrality,degree,and PageRank value.This study extracts important concepts for building a GOMS model of virtual reality games.Then this study sorts out the interactive task characteristics of virtual reality games in different development stages,to summarize the changing of interactive tasks of virtual reality games.This study collected 2,385 user-generated content from a virtual reality industry web portal,virtual reality consumer community,and a virtual reality game e-commerce platform,and extracted important concepts and the relationship between concepts from text through the semantic network to describe the interactive tasks of virtual reality games.The dimensions of interactive tasks came from the GOMS model,which is widely used in the field of human-computer interaction.The model decomposes interaction goals into orderly operations,which can restore the decision-making process behind user behavior.Compared with common text,the knowledge representation form of the semantic network makes the interpretation of natural language context smoother.This study constructed a directed semantic network through the triples extracted from semantic roles and syntactic analysis rules to further enhance the interpretability of the semantic network.The study found that the three overall goals of virtual reality games are experiencing the plot,completing levels,and moving the body.The operations of virtual reality games are mainly physical,which is mostly realized by hand movements,handles,or gestures.Moving heads and legs can also complete interactive tasks.Methods can be abstracted as a sequence of operations like using a handle,moving the body,and interacting with objects.This study attempted to extract selection rules hidden in user-generated content,but could not get detailed information from RDF triples.The differences of triples in different development stages of virtual reality devices showed that with the development of virtual reality technology,the narrative of games has increased;The users’symptoms of cybersickness have gradually weakened;The movement of the body has become smoother;User operation has been closer to natural interaction.This means that the development of technology enables virtual reality games to integrate narration into interaction,and further enhance users’ sense of immersion.The progress of devices also reduces the inconvenience of interaction and makes users feel more natural in the immersive environment.Second,this paper built a research model based on Technology Acceptance Model,using text mining and machine learning methods to extract information from English consumer reviews of virtual reality games on e-commerce platforms as variables,and explored the impact of perceived usefulness and perceived ease of use on user satisfaction,re-purchase behavior,and the moderated effect of user experience.This study collected 140,469 post-purchase comments from consumers of a virtual reality game e-commerce platform and extracted topics using LDA model.Control,telepresence,cybersickness,and practical quality,were topics that corresponded with perceived usefulness and perceived ease of use of the Technology Acceptance Model.After that,reviews were segmented into sentences and 4,000 of them were randomly selected for manual labeling.Topic prediction effect of multiple classifiers was evaluated and textCNN was selected as the classifier used in this study.Sentence emotional intensity was calculated by SentiStrength software.Independent variables were measured according to the average value of the product of subject prediction probability and emotional intensity.For dependent variables,the "recommend" tag in a review was used to measure user satisfaction,and the re-purchase behavior was determined according to the comment date of the same user.In the part of statistical analysis,this study used Logit model for parameter estimation,Probit model for robustness test,and Logit model for robustness test according to price grouping.It is found that perceived usefulness and perceived ease of use have a positive impact on users’ satisfaction with virtual reality games(p<0.001).User experience plays a moderating role between perceived usefulness and user satisfaction(p<0.001).For experienced users,the impact of perceived usefulness on satisfaction is stronger than that when the experience level is low.This means that the more positive the user’s evaluation of control,telepresence,cybersickness,and practical quality,the easier it is to recommend the virtual reality game.Users who have accumulated more game experience contribute more to satisfaction with their sense of control and presence.User experience has no moderating effect on perceived ease of use(p>0.05),which is caused by the immature virtual reality game technology.Even skilled users have to face the troubles caused by cybersickness.Practical quality problems such as program loopholes also cannot be solved by increasing user experience.Some users published a large number of comments on the same date,which makes the author unable to effectively distinguish the re-purchase behavior corresponding to a single review.Therefore,when the online data does not include the purchase time but only the review time,the relationship between the review time and the purchase time should be carefully considered.Third,based on the Self-Determination Theory,this paper used text mining and machine learning methods to analyze the consumer comments of virtual reality exergames on the e-commerce platform.The author further refined the unsatisfying experience of users from the perspective of autonomy,competence,and related needs,combined with the keywords extracted from various texts.This study adopted a supervised machine learning method.First,the author manually marked sentences obtained by segmented reviews,then compare textCNN and XGBoost,two advanced and commonly used text classification algorithm indicators,and finally choose textCNN to classify the sentences related to unsatisfactory experience and unsatisfied psychological needs.TF-IDF algorithm was used to extract the keywords of various categories,and the keywords were used to trace back the potential problems that lead to unsatisfying experiences and unmet psychological needs.Combined with relevant research,this paper compared the differences in users’ psychological needs between virtual reality exergames and gamification sports applications.This study found that the unsatisfying experience not related to psychological needs is caused by the problem of game design.Bugs in program or unreasonable design will bring unsatisfying user experience.The unmet autonomy needs are mainly related to music exergames.Users can upload music and its corresponding sequence in the game.These contents can be downloaded and added to the game as customized content.However,not all music exergames support this function,which leads to unmet autonomy needs.Unmet competence needs are related to the task of exergames.Compared with the real exercise environment,users spend more time in the virtual reality world.The amount of exercise is easier to exceed the matching level of users,resulting in unmet competence needs.The unmet relatedness needs are related to the cooperation and competitive functions in the game.If it is difficult for users to match other users who play games together,they can only fight with artificial intelligence characters.In the long-term sight,users’ relatedness needs cannot be met.In terms of comparing the results of virtual reality exergame and gamification sports applications,this study found that the exercise intensity of users of virtual reality exergames is easy to exceed,resulting in unmet competence needs.In the real environment,it is more difficult for virtual reality game users to find matching opponents or partners on the Internet,resulting in the inability to meet the relatedness needs.This paper extracts the concepts of virtual reality human-computer interaction and the relationship between them through the semantic network,to construct the GOMS model of virtual reality games,which enriches the related research of virtual reality human-computer interaction tasks;It expands the research of virtual reality game consumer behavior with a large number of real consumer post-purchase online reviews,which supports the research of virtual reality games using Technology Acceptance Model;It expands the research of Self-Determination Theory in the field of virtual reality and provides a new perspective for the comparative research of virtual reality exergames and gamification sports applications.This paper also provides management enlightenment for virtual reality game consumers,development teams,and user experience teams.There is still some future work in this paper.First of all,the data used in the three sub-studies are all from public data on the Internet.If user interviews,scales,and other behavioral data are counted into the dataset,the research scope will be further expanded.Secondly,when the results of repurchase behavior in Study 2 are not proper,using a scale can understand users repurchase intention more accurately.In addition,some virtual reality games can be selected as cases to mine the selection rules of interactive tasks of virtual reality games. |