Abstract
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.
Subject
Health, Toxicology and Mutagenesis,Public Health, Environmental and Occupational Health
Cited by
5 articles.
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