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Popularity of Screen Golf in Korea and Its Sociocultural Meaning
The purpose of this study was to examine the popularity of screen golf, golf played using an indoor golf simulator, in Korea and to further explore its sociocultural significance. This study conducted a case study in which purposeful sampling was employed to recruit 15 participants. The results reve...
Autores principales: | , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
MDPI
2021
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8702078/ https://www.ncbi.nlm.nih.gov/pubmed/34948787 http://dx.doi.org/10.3390/ijerph182413178 |
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author | Lee, Jung-Rae Kwon, Ki-Nam |
author_facet | Lee, Jung-Rae Kwon, Ki-Nam |
author_sort | Lee, Jung-Rae |
collection | PubMed |
description | The purpose of this study was to examine the popularity of screen golf, golf played using an indoor golf simulator, in Korea and to further explore its sociocultural significance. This study conducted a case study in which purposeful sampling was employed to recruit 15 participants. The results revealed that screen golf was popular in Korea because its facilities were easier to access; screen golf centers were found at convenient locations, and screen golf was more affordable than playing golf at the golf course. The combination of screen golf and the bang culture that is particular to Koreans has led them to accept the former as a familiar space for leisure activities. The results further revealed that screen sport has sociocultural significance in that its considerable popularity has led to the integration of virtual reality (VR) sports into daily life, thus making the division between sports and games less evident. Golf, a sport once considered as being an exclusive hobby for rich elites, has become popular among the general public, destroying the hierarchal notion that some sports harbor. This is meaningful as screen golf has played the role of an agent for sport socialization, encouraging people to participate in golf even on a course, unlike any other VR sport. Furthermore, this pastime has secured its position as a subculture in and of itself, becoming popular throughout the world. |
format | Online Article Text |
id | pubmed-8702078 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2021 |
publisher | MDPI |
record_format | MEDLINE/PubMed |
spelling | pubmed-87020782021-12-24 Popularity of Screen Golf in Korea and Its Sociocultural Meaning Lee, Jung-Rae Kwon, Ki-Nam Int J Environ Res Public Health Article The purpose of this study was to examine the popularity of screen golf, golf played using an indoor golf simulator, in Korea and to further explore its sociocultural significance. This study conducted a case study in which purposeful sampling was employed to recruit 15 participants. The results revealed that screen golf was popular in Korea because its facilities were easier to access; screen golf centers were found at convenient locations, and screen golf was more affordable than playing golf at the golf course. The combination of screen golf and the bang culture that is particular to Koreans has led them to accept the former as a familiar space for leisure activities. The results further revealed that screen sport has sociocultural significance in that its considerable popularity has led to the integration of virtual reality (VR) sports into daily life, thus making the division between sports and games less evident. Golf, a sport once considered as being an exclusive hobby for rich elites, has become popular among the general public, destroying the hierarchal notion that some sports harbor. This is meaningful as screen golf has played the role of an agent for sport socialization, encouraging people to participate in golf even on a course, unlike any other VR sport. Furthermore, this pastime has secured its position as a subculture in and of itself, becoming popular throughout the world. MDPI 2021-12-14 /pmc/articles/PMC8702078/ /pubmed/34948787 http://dx.doi.org/10.3390/ijerph182413178 Text en © 2021 by the authors. https://creativecommons.org/licenses/by/4.0/Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/). |
spellingShingle | Article Lee, Jung-Rae Kwon, Ki-Nam Popularity of Screen Golf in Korea and Its Sociocultural Meaning |
title | Popularity of Screen Golf in Korea and Its Sociocultural Meaning |
title_full | Popularity of Screen Golf in Korea and Its Sociocultural Meaning |
title_fullStr | Popularity of Screen Golf in Korea and Its Sociocultural Meaning |
title_full_unstemmed | Popularity of Screen Golf in Korea and Its Sociocultural Meaning |
title_short | Popularity of Screen Golf in Korea and Its Sociocultural Meaning |
title_sort | popularity of screen golf in korea and its sociocultural meaning |
topic | Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8702078/ https://www.ncbi.nlm.nih.gov/pubmed/34948787 http://dx.doi.org/10.3390/ijerph182413178 |
work_keys_str_mv | AT leejungrae popularityofscreengolfinkoreaanditssocioculturalmeaning AT kwonkinam popularityofscreengolfinkoreaanditssocioculturalmeaning |