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Understanding the Australian disability support sector's workforce to predict the acceptance of virtual reality
Lee Trevena1, Jeni Paay1, Rachael McDonald2
1The Centre for Design Innovation, Swinburne University of Technology, Hawthorn, Australia.
Disability and Rehabilitation. Assistive Technology
|August 25, 2025
Summary
Curiosity and past use significantly influence Australian disability support workers' acceptance of Virtual Reality (VR) technology for empathy training. Understanding these factors can boost VR adoption in the sector.
Area of Science:
- Health Sciences
- Human-Computer Interaction
- Social Sciences
Background:
- Empathy is crucial for frontline workers in the disability support sector.
- Virtual Reality (VR) technology shows potential for enhancing empathy training.
- Adoption of VR for training in the Australian disability sector is emerging but acceptance levels are unknown.
Purpose of the Study:
- To evaluate internal and external factors influencing the acceptance of VR technology among Australian disability support employees.
- To identify key determinants for facilitating VR technology adoption in disability services.
Main Methods:
- Quantitative study employing the Technology Acceptance Model (TAM).
- 120 cross-sectional respondents from the Australian disability workforce completed an online Likert-scale questionnaire.
- Data analysed using descriptive statistics, reliability, correlation, and path analysis.
Main Results:
- Curiosity was identified as a significant external factor influencing VR acceptance.
- Past use of technology was also found to be a significant external factor in VR acceptance.
- Both curiosity and past use demonstrated a significant relationship with the acceptance of virtual reality technology.
Conclusions:
- Understanding factors like curiosity and past use is key to increasing VR training adoption for empathy enhancement.
- The study provides crucial insights into determinants of VR technology acceptance for the disability services workforce.
- Recommendations include evaluating curiosity and past use, offering VR workshops, and fostering collaborative environments for training and innovation.
Keywords:
Virtual reality acceptancecollaborative designdisability services sectorempathyinnovationtechnology acceptancetraining intervention
