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초록
Purpose on this study is to recognize factors that influence the process how users embrace or resist virtual reality sports content, innovative technique and products. We conducted survey on 314 people from relevant online communities and analyzed the result. Study model verification was path analyzed with AMOS 22.0 statistical program and the result is as follow; First of all, the factor that affects content users to show innovation resistance manner is cognition on danger, and cognized advantage is the factor that reduce innovation resistance manner. Second of all, the factor that shows positive effect on acceptance is cognized advantage, and cognition on danger was drawn as the factor that hinder acceptance. Third of all, innovation resistance influence acceptance of virtual reality sports in a negative way, but this would be considered as general early stage of the process to embrace new technology and product at the market. Finally, cognition on complexity does not affect innovation resistance and acceptance. This study refutes the early stage phenomenon that only emphasizes the positive factors of innovative products and seeks for balanced perspective to consider acceptance as well as resistance.
키워드
- 제목
- 스포츠 가상현실 콘텐츠에 대한 혁신저항과 수용
- 제목 (타언어)
- Resistance innovation and acceptance of virtual reality sports content
- 저자
- 이제욱; 박성제
- 발행일
- 2016
- 저널명
- 한국체육과학회지
- 권
- 25
- 호
- 6
- 페이지
- 791 ~ 803
- 언어
- KOR
- 출판사
- 한국체육과학회
- 발행국가
- 대한민국
- 분량
- 13 페이지
- ISSN
- P 1226-0258