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Information and communication technologies are evolving rapidly to make it easier for human beings to communicate and relate to each other, and the distance and time that someone needs to contact and interact with someone else is reduced. However, this connection, when made through technology, is still much poorer and limited than face-to-face contact1.
VR provides a major advance in simulating physical experiences, allowing us to interact within a computer environment that feels real, giving us a sense of presence and closeness. This is one of the main reasons why VR occupies a privileged place in the plans of technology development of important companies. However, if they want to meet the needs of their potential customers, research on VR is essential to accomplish this goal2.
In Spain, as in most Western societies, the emergence of the first commercial head-mounted displays (HMD) capable of providing acceptable immersion experiences3 increased the interest in VR, leading to the development of software and VR experiences. For instance, some of the most important VR studies are currently Spanish, such as Vertical Robot, awarded multiple times for its products4, or the Tessera Studios and Dual Mirror Games, all of them of international prestige. The educational and scientific spheres have also experienced a whole explosion of research and applied educational experiences from 2015 onwards, as shown in the review by Aznar-Díaz, Romero-Rodríguez, and Rodríguez-García5.
Most universities are already aware of the crucial role that VR will play not only in the business and industry sector, but also in many scientific disciplines. Therefore, they are working on several research and innovation lines. For example, the Alfonso X el Sabio University is a pioneer worldwide in the use of VR simulation and augmented reality for training future doctors at the "UAX Virtual Simulation Hospital", unique in the world. Furthermore, this university applies VR in social, psychological, and educational research6.
Since the popularization of the Internet a few decades ago, different educational methodologies have evolved towards the so-called e-learning that a growing number of universities are adopting7,8. This online learning system is aimed at developing distance learning through technological means, some of which were developed specifically for it, while others were incorporated and adapted for educational purposes. However, e-learning is not exempt from limitations when it comes to social interaction. In this sense, VR considerably reduces some of these shortcomings, making interaction between people easier and much more realistic than any other technology. Also, it takes advantage of all the possibilities that technology offers us, creating an almost infinite world of opportunities3. For instance, VR would allow us to travel through the universe, or along the seabed, to see dinosaurs, to observe the microscopic world, or even to live emotions associated with certain experiences and social events in a simulated way. Therefore, VR could be a vital educational resource, helping teachers in their struggle to engage students with classroom topics 9,10,11.
However, not every aspect of VR is positive, and some downsides must be considered. As mentioned above, it would be useless to develop new and educational applications for VR if the potential trainees and students were not willing to use it or preferred other forms of e-learning, which could be narrower yet more aligned with their true interests and preferences. This is why the desired relationship between VR and learning not only depends on a world of exciting possibilities, but more importantly, on building this relationship upon real social needs and demands. We must bear in mind that VR was recently targeted by companies, and that less than 1% of the total worldwide population has used it. VR is also a technology that is still in its infancy and that cannot be understood if someone has not used it. This last point explains why VR is surrounded by so many prejudices that result either from ignorance or from the social fear of novelty12,13.
To bridge this gap between potential uses of VR and actual demand, it is necessary to find out the expectations of those early adopters that purchase HMDs as soon as they are available in the market. These users are so powerfully attracted to technological innovations that they do not fear purchasing new products that may succeed or fail commercially. Therefore, unlike the rest of the population, the uncertainty that surrounds these new products does not affect them. For this reason, they are the first to discover the real possibilities of VR technology not yet established in the market. Consequently, they can provide information at a real user level, making them a valuable source for this study.
As a sampling method, we designed an online examination questionnaire that was filled out by a representative convenience sample of early adopters. Participants were recruited from a VR forum in a Spanish portal for communication and information technologies, digital leisure, and video games with more than 460,000 users and ten million monthly visits14 (Table of Materials). We created a thread that received 2,000 visits in less than 2 months. The participants who accessed the questionnaire through the hyperlink responded to all the questions raised.
So far, in Spain this is the only website with a specific VR forum and more than 400 threads. Around 76,000 early VR adopters contributed messages and posts talking about all HMDs and platforms on the market15. For this reason, it is the best place to locate a homogeneous convenience sample of early VR adopters. According to Jager, Putnick, and Bornstein16, when a subgroup is homogeneous on one or more sociodemographic factors, we can estimate results with clearer generalizability, providing more accurate accounts of population effects and subpopulation differences. It also eliminates possible biases common in heterogenous convenience sampling.
Our research goals were: (1) to study the profile of early adopters; (2) to examine the current state of VR as an educational technology, determining its degree of implementation; (3) to assess the acceptance of VR as a learning tool among early adopters.