The results indicated that those that purchased a VR HMD during the pandemic were more likely to report plans to use it for work ( t (293) = 2.29, p = .028), education ( t (293) = 1.78, p = .083), and games ( t (293) = 1.97, p = .056) at a significant or marginally significant level (See Table 9 ).
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Virtual reality adoption during the COVID-19 pandemic: A uses and gratifications perspective.
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