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스포츠 VR게임의 프레즌스 경험이 몰입, 태도 및 스포츠 참여의도에 미치는 영향
- 이제욱;
- 김현정
초록
The purpose of this study is to test the hypothesis by applying the flow and attitude factors that can form an systematic model based on the presence as a factor influencing the direct sports participation through the sports VR game. Data was collected using an online survey, and the results of setting up a research model and conducting path analysis to verify the relationship between each factor are as follows. First, the presence of sports VR game users was found to have a positive effect on flow. The high sense of reality in sports VR games can lead to a strong concentration state. Second, the presence of sports VR game users was found to have a positive effect on attitudes. The higher the sense of reality provided by actions similar to sports enjoyed in a virtual environment, the more positive beliefs about actual sports can be. Third, it was found that the flow of sports VR game users had a positive effect on attitude. The more intensely the sports VR game is played, the more positively the belief in actual sports can be assumed. Fourth, it was found that attitude had a positive effect on sports participation. The belief in sports formed through sports VR contents contributes to actual sports activities. In a conclusion, It was found that the online experience and reaction of presence and flow in the process of using a sports VR game are effective factors for the attitude that is transferred to the direct offline action and participation in sports.
키워드
- 제목
- 스포츠 VR게임의 프레즌스 경험이 몰입, 태도 및 스포츠 참여의도에 미치는 영향
- 제목 (타언어)
- The Influence of Presence Experience of Sports VR Games on Flow, Attitude, and Intention of Sports Participation
- 저자
- 이제욱; 김현정
- 발행일
- 2021
- 저널명
- 한국체육학회지
- 권
- 60
- 호
- 1
- 페이지
- 287 ~ 300
- 언어
- KOR
- 출판사
- 한국체육학회
- 발행국가
- 대한민국
- 분량
- 14 페이지
- ISSN
- E 2508-7029
P 1738-964X