Corroborating the effect of positive technology readiness on the intention to use the virtual reality sports game “Screen Golf”: Focusing on the technology readiness and acceptance model
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.