技术接受模型
虚拟现实
过程(计算)
结构方程建模
心理学
计算机科学
应用心理学
知识管理
人机交互
可用性
机器学习
操作系统
作者
Bo-Hyun Seong,Chang‐Yu Hong
标识
DOI:10.1016/j.ipm.2022.102994
摘要
This study investigates the positive and behavioral topic of screen golf, which is often regarded as the most commercially successful virtual reality sports game. Our team analyzed the decision-making process related to screen golf through the widely used the technology readiness and acceptance model to explain the relationships among technology readiness, belief in technology acceptance, and use intentions. The proposed model fit the data satisfactorily, and several of our hypotheses were supported. Structural equation modeling tested the nine hypotheses established based on a literature review, analyzing 350 valid responses obtained through online surveys. Perceived utility (ß = .519**) was the most influential factor in individuals' plans to participate in the virtual sport. This means that practical considerations such as correcting individuals' posture and improving their abilities should be prioritized when creating screen golf programs.
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