기술수용모델(TAM)과 지각된 혁신성을 적용한 가상현실(VR) 골프게임 수용의도 검증

Study of Sports VR Golf Games through Extended Technology Acceptance Model

초록

[Purpose] In this study, the hypothesis was verified by applying the technology acceptance model to grasp the process of acceptance based on perceived innovation of VR golf game. [Method] In this process, an online questionnaire was used as a measurement tool for hypothesis testing and a total of 316 data were used for analysis. The data analysis method for hypothesis testing was path analysis using AMOS 23.0. [Result] As a result of hypothesis testing, perceived innovation of VR golf game positively affects perceived ease and usefulness, and perceived ease and usefulness proved to be a static influence relationship. Also, it is confirmed that the perceived ease and usefulness have a positive effect on the acceptance of VR golf game [Conclusion] In conclusion, the characteristics of VR golf game suggest the potential to make potential customers feel innovative, which is a positive factor in the relationship of each factor in the process of acceptance.

키워드

VR골프게임; 기술수용모형; 지각된 혁신성; 수용의도; VR Golf Games; Technology Acceptance Model; Perceived Innovativeness; Acceptance Intention
제목
기술수용모델(TAM)과 지각된 혁신성을 적용한 가상현실(VR) 골프게임 수용의도 검증
제목 (타언어)
Study of Sports VR Golf Games through Extended Technology Acceptance Model
저자
이제욱; 박성제
DOI
10.34283/ksgs.2018.12.1.1
발행일
2018
저널명
골프연구
권
12
호
1
페이지
1 ~ 16