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Towards the Acceptance of Virtual Reality Technology for Cyclists

Towards the Acceptance of Virtual Reality Technology for Cyclists

Sophia Elsholz, Paul Neumeyer, and Rüdiger Zarnekow
This study investigates the factors that influence cyclists' willingness to adopt virtual reality (VR) for indoor training. Using a survey of 314 recreational and competitive cyclists, the research applies an extended Technology Acceptance Model (TAM) to determine what makes VR appealing for platforms like Zwift.

Problem While digital indoor cycling platforms exist, they lack the full immersion that VR can offer. However, it is unclear whether cyclists would actually accept and use VR technology, as its potential in sports remains largely theoretical and the specific factors driving adoption in cycling are unknown.

Outcome - Perceived enjoyment is the single most important factor determining if a cyclist will adopt VR for training.
- Perceived usefulness, or the belief that VR will improve training performance, is also a strong predictor of acceptance.
- Surprisingly, the perceived ease of use of the VR technology did not significantly influence a cyclist's intention to use it.
- Social factors, such as the opinions of other athletes and trainers, along with a cyclist's general openness to new technology, positively contribute to their acceptance of VR.
- Both recreational and competitive cyclists showed similar levels of acceptance, indicating a broad potential market, but both groups are currently skeptical about VR's ability to improve performance.
Technology Acceptance, TAM, Cycling, Extended Reality, XR