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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
- 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
- 발행일
- 2018
- 저널명
- 골프연구
- 권
- 12
- 호
- 1
- 페이지
- 1 ~ 16
- 출판사
- 한국골프학회
- 발행국가
- 대한민국
- 분량
- 16 페이지
- ISSN
- P 1976-2380