인문학
사회과학
자연과학
공학
의약학
농수해양학
예술체육학
복합학
지원사업
학술연구/단체지원/교육 등 연구자 활동을 지속하도록 DBpia가 지원하고 있어요.
커뮤니티
연구자들이 자신의 연구와 전문성을 널리 알리고, 새로운 협력의 기회를 만들 수 있는 네트워킹 공간이에요.
초록·키워드
Purpose: The purpose of this study is to explore the facilitators and constraints of screen golf participation, a virtual reality (VR)-based sport, and to provide foundational data for VR sports participation research.
Method: A mixed-method approach was applied, consisting of a literature review, focus group interviews, and surveys. First, a literature review of 11 prior studies was conducted to classify and identify the the facilitators and constraints of screen golf participation. Next, focus group interviews with six golf industry professionals were used to refine and structure the factors and items identified in the literature review. Finally, two rounds of surveys targeting adults who participate in screen golf were conducted to validate the reliability and validity of the developed factors and items. Data processing and analysis for the surveys were performed using SPSS 26.0 and AMOS 21.0 to conduct confirmatory factor analysis (CFA) and reliability analysis.
Results: The final facilitators of screen golf participation were categorized into eight factors (intrinsic, interpersonal, structural factors such as weather, time, cost, and convenience, eco-friendliness, and VR) with 31 items, while the constraints were categorized into six factors (intrinsic, interpersonal, structural factors such as time, cost, and convenience, and VR) with 25 items.
Conclusion: From an academic perspective, this study is significant as it expands the scope of existing research by considering various perspectives and variables related to the technological and environmental characteristics of VR sports, which are emerging as a new type of sport. Additionally, from a practical standpoint, the study identifies the need for strategies to enhance user engagement and sustained participation through technological advancements and improved user experiences in VR sports. This study provides valuable insights for sports marketing and operational strategies.
Method: A mixed-method approach was applied, consisting of a literature review, focus group interviews, and surveys. First, a literature review of 11 prior studies was conducted to classify and identify the the facilitators and constraints of screen golf participation. Next, focus group interviews with six golf industry professionals were used to refine and structure the factors and items identified in the literature review. Finally, two rounds of surveys targeting adults who participate in screen golf were conducted to validate the reliability and validity of the developed factors and items. Data processing and analysis for the surveys were performed using SPSS 26.0 and AMOS 21.0 to conduct confirmatory factor analysis (CFA) and reliability analysis.
Results: The final facilitators of screen golf participation were categorized into eight factors (intrinsic, interpersonal, structural factors such as weather, time, cost, and convenience, eco-friendliness, and VR) with 31 items, while the constraints were categorized into six factors (intrinsic, interpersonal, structural factors such as time, cost, and convenience, and VR) with 25 items.
Conclusion: From an academic perspective, this study is significant as it expands the scope of existing research by considering various perspectives and variables related to the technological and environmental characteristics of VR sports, which are emerging as a new type of sport. Additionally, from a practical standpoint, the study identifies the need for strategies to enhance user engagement and sustained participation through technological advancements and improved user experiences in VR sports. This study provides valuable insights for sports marketing and operational strategies.
본문·목차
인공지능 문자 인식 모델을 통해 추출된 텍스트로, 일부 오타나 오류가 포함될 수 있으나 지속적으로 개선 중입니다.
오류를 발견하셨다면 해당 부분을 드래그한 후 ' 를 통해 신고해주세요.
오류를 발견하셨다면 해당 부분을 드래그한 후 ' 를 통해 신고해주세요.
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