When It Comes to Screen Golf and Baseball, What Do Participants Think?

被引:7
作者
Seong, Bo-Hyun [1 ]
Hong, Chang-Yu [2 ]
机构
[1] Chungbuk Res Inst, Cheongju 28517, Chungcheongbuk, South Korea
[2] Pukyong Natl Univ, Div Global & Interdisciplinary Studies, Busan 48513, South Korea
关键词
virtual reality sports game; perceived usefulness; perceived ease of use; intention to use; technology acceptance model; TECHNOLOGY ACCEPTANCE MODEL; USER ACCEPTANCE; VIRTUAL-REALITY; INFORMATION-TECHNOLOGY; PERCEIVED USEFULNESS; BEHAVIORAL INTENTION; AUGMENTED REALITY; DECISION-MAKING; EASE; EXTENSION;
D O I
10.3390/ijerph192013671
中图分类号
X [环境科学、安全科学];
学科分类号
08 ; 0830 ;
摘要
Screen golf and baseball activities have been popular as virtual game content and sport activities, but no one has cogently explained why they are attractive to Korean urban society. Our research team analyzed the decision-making process for participating in screen golf and baseball through a widely used technology acceptance model (TAM) to explain the relationship between perceived ease of use, perceived usefulness, personal attitude, and individual intention. Structural equation modeling (SEM) verified five hypotheses established through a literature review, and 400 effective samples obtained through online surveys provided material for analysis. As a result of the analysis, perceived usefulness was the most important variable leading to participation in virtual reality sports. Based on this finding, we could conclude that the successful popularization of virtual reality sports depends on the development of applications sophisticated enough to provide practical usefulness to participants, such as physical posture correction and an improvement in personal athletic skills.
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页数:15
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