The Users’ Intention to Participate in a VR/AR Sports Experience by Applying the Extended Technology Acceptance Model (ETAM)
Abstract
:1. Introduction
2. Theoretical Background and Hypothesis Setting
2.1. VR/AR Technology and Technological Limitations
2.2. Experience Economy Factors of VR/AR Sports Experience and Presence
2.3. Presence, Perceived Usefulness, and Flow
2.4. Percievied Usefulness, Flow, and Intention to Particpate
3. Research Method
3.1. Research Subjects
3.2. Measurement Tool
3.3. Analysis Method
3.4. Validity and Reliability of the Measurement Tool
4. Results
4.1. Correlation Analysis
Variable | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
---|---|---|---|---|---|---|---|---|
Entertainment experience | 1 (0.708) | |||||||
Education experience | 0.596 ** | 1 (0.722) | ||||||
Escape experience | 0.611 ** | 0.555 ** | 1 (0.673) | |||||
Esthetic experience | 0.256 ** | 0.283 ** | 0.220 ** | 1 (0.696) | ||||
Presence | 0.499 ** | 0.576 ** | 0.489 ** | 0.364 ** | 1 (0.728) | |||
Perceived usefulness | 0.160 ** | 0.155 * | 0.181 ** | 0.133 * | 0.331 ** | 1 (0.790) | ||
Flow | 0.175 ** | 0.248 ** | 0.220 ** | 0.244 ** | 0.352 ** | 0.264 ** | 1 (0.767) | |
Intention to participate | 0.174 ** | 0.220 ** | 0.131 * | 0.170 ** | 0.242 ** | 0.321 ** | 0.406 ** | 1(0.738) |
4.2. Hypothesis Testing
5. Discussion
5.1. Summary of Findings
5.2. Theoretical Implications
5.2.1. Relationship between VR/AR Sports Experience Economy and Presence
5.2.2. Relationship of Presence with Perceived Usefulness and Flow
5.2.3. Relationship of Perceived Usefulness and Flow with Intention to Participate
5.3. Practical Implications
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Technology | Explanation | |
---|---|---|
VR | Immersion visualization | Technology that provides uses with an immersive virtual reality environment Visualization device technology such as HMD (head mounted display), projection, image visualization technology software |
Relistic interaction | Technology that corresponds to input/output between VR participants and systems based on the user’s five senses Motion-based simulator, VR participant location tracking, tactile, haptic, olfactory, and taste-reated technologies | |
Virtual reality environment creation and simulation | Technology that creates a VR enviornment based on 360 degree panoramic images or restoration Technology that provides scenario-based immersion visualization and interactive environment for VR partipants | |
AR | Sensing and tracking | Tehcnology that postions virual objects in real space for augmentation precisely Technology that supports tracking of new spaces |
Image synthesis | Technology that expresses virual objects in line with images in real space Device technology that provides an AR enivronment to users and technology that semalessly aynthesizes images with real space | |
Real-time AR interaction | Technology that allows users to experience AR space through real-time interaction with virtual objects synthesized in real space (e.g., Pokemon Go) |
Category | Frequency | Percentage | |
---|---|---|---|
Gender | Male | 161 | 61.5 |
Female | 101 | 38.5 | |
Year | Freshman | 50 | 19.1 |
Sophomore | 90 | 34.4 | |
Junior | 67 | 25.6 | |
Senior | 55 | 21.0 | |
Age | Under 21 | 52 | 19.8 |
21 to 22 | 91 | 34.7 | |
23 to 24 | 75 | 28.6 | |
25 and above | 44 | 16.8 |
Factor | Variable | Number of Item | Source |
---|---|---|---|
Experience economy | Entertainment experience | 3 | Kim and Park [34], Park and Yoon [50], Oh, Fiore, and Jeoung [51], Pine and Gilmore [52] |
Education experience | 3 | ||
Escape experience | 3 | ||
Esthetic experience | 3 | ||
Presence | 4 | Kim and Park [34], Inma and Antoni [53] | |
Perceived usefulness | 3 | Noh and Choi [54], Lee and Park [55] | |
Flow | 3 | Kim and Jeon [41], Csikszentmihalyi [56], Privette and Bundrick [57] | |
Intention to participate | 3 | Oh, Lee, An, and Moon [58], Barclay, Higgins, and Thompson [59], Donath and Boyd [60], Steinfield, Ellison, and Lampe [61] | |
Total | 25 |
Item | Esti. | S.E. | C.R. | CR | AVE | α |
---|---|---|---|---|---|---|
Entertainment experiences | ||||||
The VR/AR sports experience was fun and enjoyable | 1 | 0.878 | 0.708 | 0.824 | ||
The VR/AR sports experience provided various interesting attractions | 1.284 | 0.111 | 11.609 | |||
The VR/AR sports experience made me feel joy | 1.208 | 0.108 | 11.232 | |||
Education experiences | ||||||
The VR/AR sports experience satisfied my curiosity | 1 | 0.885 | 0.722 | 0.850 | ||
The VR/AR sports experience improved knowledge or skills related to the sports | 1.338 | 0.099 | 13.491 | |||
The VR/AR sports experience helped learn new sports skills | 1.235 | 0.098 | 12.638 | |||
Escape experience | ||||||
I felt as if I were in a different world during the VR/AR sports experience | 1 | 0.859 | 0.673 | 0.817 | ||
Time flew by during the VR/AR sports experience | 0.892 | 0.073 | 12.258 | |||
I could forget about my daily routines during the VR/AR sports experience | 0.881 | 0.075 | 11.784 | |||
Esthetic experience | ||||||
The content design of VR/AR sports experience was attractive | 1 | 0.867 | 0.696 | 0.625 | ||
The indoor lighting of the VR/AR sports experience space was adequate | 1.024 | 0.146 | 7.011 | |||
The interior decorations of the VR/AR sports experience space were attractive | 0.514 | 0.097 | 5.281 | |||
Presence | ||||||
After VR/AR sports experience, I felt as if I came back to reality | 1 | 0.914 | 0.728 | 0.793 | ||
During the VR/AR sports experience, the world inside the media was realistic | 1.169 | 0.124 | 9.399 | |||
During the VR/AR sports experience, I felt as if I was right inside the world | 1.273 | 0.129 | 9.857 | |||
A new world opened up to me as I started the VR/AR sports experience, which suddenly disappeared the moment I stopped | 1.025 | 0.118 | 8.656 | |||
Perceived usefulness | ||||||
The VR/AR sports experience allowed me to experience the same feeling at a relatively lower price than a real-life experience | 1 | 0.918 | 0.790 | 0.872 | ||
The VR/AR sports experience actually helps my life, such as relieving stress | 1.007 | 0.073 | 13.868 | |||
The VR/AR sports experience helps improve athletic ability and skills | 1.155 | 0.082 | 14.095 | |||
Flow | ||||||
Using the VR/AR sports experience fulfilled my expectations | 1 | 0.907 | 0.767 | 0.830 | ||
I lost track of time during the VR/AR sports experience | 1.252 | 0.107 | 11.713 | |||
I was completely immersed in the content during the VR/AR sports experience | 1.034 | 0.092 | 11.181 | |||
Intention to participate | ||||||
I will put in a lot of time in a VR/AR sports experience | 1 | 0.894 | 0.738 | 0.837 | ||
I will continue participating in a VR/AR sports experience | 1.182 | 0.098 | 12.122 | |||
I will actively participate in a VR/AR sports experience | 1.138 | 0.096 | 11.896 |
Hypothesis Testing | Estimate | S.E. | C.R. | |
---|---|---|---|---|
B | β | |||
H1a entertainment experience → presence | 0.095 | 0.108 | 0.093 | 1.017 |
H1b education experience → presence | 0.281 | 0.343 | 0.070 | 4.033 *** |
H1c escape experience → presence | 0.171 | 0.255 | 0.069 | 2.488 * |
H1d esthetic experience → presence | 0.199 | 0.223 | 0.062 | 3.226 ** |
H2 presence → perceived usefulness | 0.650 | 0.376 | 0.128 | 5.100 *** |
H3 presence → flow | 0.509 | 0.423 | 0.096 | 5.298 *** |
H4 perceived usefulness → intention to participate | 0.193 | 0.283 | 0.045 | 4.268 *** |
H5 flow → intention to participate | 0.406 | 0.415 | 0.072 | 5.670 *** |
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Lee, K.; Oh, S. The Users’ Intention to Participate in a VR/AR Sports Experience by Applying the Extended Technology Acceptance Model (ETAM). Healthcare 2022, 10, 1117. https://doi.org/10.3390/healthcare10061117
Lee K, Oh S. The Users’ Intention to Participate in a VR/AR Sports Experience by Applying the Extended Technology Acceptance Model (ETAM). Healthcare. 2022; 10(6):1117. https://doi.org/10.3390/healthcare10061117
Chicago/Turabian StyleLee, Kyongmin, and Seungwook Oh. 2022. "The Users’ Intention to Participate in a VR/AR Sports Experience by Applying the Extended Technology Acceptance Model (ETAM)" Healthcare 10, no. 6: 1117. https://doi.org/10.3390/healthcare10061117