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Decision-Making in Virtual Reality Sports Games Explained via the Lens of Extended Planned Behavior Theory
This study aims to determine whether the effect of interactivity on participation in virtual sports has risen because of the COVID-19 pandemic and if there is a difference in decision-making. The significance of social factors may be highlighted even more as a rationale for using virtual reality (VR...
Autores principales: | , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
MDPI
2022
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9819123/ https://www.ncbi.nlm.nih.gov/pubmed/36612910 http://dx.doi.org/10.3390/ijerph20010592 |
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author | Seong, Bo-Hyun Hong, Chang-Yu |
author_facet | Seong, Bo-Hyun Hong, Chang-Yu |
author_sort | Seong, Bo-Hyun |
collection | PubMed |
description | This study aims to determine whether the effect of interactivity on participation in virtual sports has risen because of the COVID-19 pandemic and if there is a difference in decision-making. The significance of social factors may be highlighted even more as a rationale for using virtual reality (VR) sports apps throughout the prolonged COVID-19 epidemic. A model was built based on the literature to describe the intention to participate in VR sports, and eight associated hypotheses were established. A sample of 301 submissions from a user poll on Korea’s cycling information sharing website was used for our analysis. SPSS 23.0 (IBM, Armonk, NY, USA) and AMOS 18.0 (IBM, Armonk, NY, USA) were used to validate Hypotheses 1–8 using a multigroup structural equation model (SEM) analysis and multigroup analysis. Although some hypotheses were not validated, the impact of perceived interaction presented as an extra variable altered based on the group participating before and after the COVID-19 epidemic, and the study’s goal was achieved. Given that information technology has evolved by overcoming physical space and socio-cultural constraints to create a society that connects people, the importance of online interaction, such as networking and competition between users, will be emphasized in the VR sports field in the future. |
format | Online Article Text |
id | pubmed-9819123 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | MDPI |
record_format | MEDLINE/PubMed |
spelling | pubmed-98191232023-01-07 Decision-Making in Virtual Reality Sports Games Explained via the Lens of Extended Planned Behavior Theory Seong, Bo-Hyun Hong, Chang-Yu Int J Environ Res Public Health Article This study aims to determine whether the effect of interactivity on participation in virtual sports has risen because of the COVID-19 pandemic and if there is a difference in decision-making. The significance of social factors may be highlighted even more as a rationale for using virtual reality (VR) sports apps throughout the prolonged COVID-19 epidemic. A model was built based on the literature to describe the intention to participate in VR sports, and eight associated hypotheses were established. A sample of 301 submissions from a user poll on Korea’s cycling information sharing website was used for our analysis. SPSS 23.0 (IBM, Armonk, NY, USA) and AMOS 18.0 (IBM, Armonk, NY, USA) were used to validate Hypotheses 1–8 using a multigroup structural equation model (SEM) analysis and multigroup analysis. Although some hypotheses were not validated, the impact of perceived interaction presented as an extra variable altered based on the group participating before and after the COVID-19 epidemic, and the study’s goal was achieved. Given that information technology has evolved by overcoming physical space and socio-cultural constraints to create a society that connects people, the importance of online interaction, such as networking and competition between users, will be emphasized in the VR sports field in the future. MDPI 2022-12-29 /pmc/articles/PMC9819123/ /pubmed/36612910 http://dx.doi.org/10.3390/ijerph20010592 Text en © 2022 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 Seong, Bo-Hyun Hong, Chang-Yu Decision-Making in Virtual Reality Sports Games Explained via the Lens of Extended Planned Behavior Theory |
title | Decision-Making in Virtual Reality Sports Games Explained via the Lens of Extended Planned Behavior Theory |
title_full | Decision-Making in Virtual Reality Sports Games Explained via the Lens of Extended Planned Behavior Theory |
title_fullStr | Decision-Making in Virtual Reality Sports Games Explained via the Lens of Extended Planned Behavior Theory |
title_full_unstemmed | Decision-Making in Virtual Reality Sports Games Explained via the Lens of Extended Planned Behavior Theory |
title_short | Decision-Making in Virtual Reality Sports Games Explained via the Lens of Extended Planned Behavior Theory |
title_sort | decision-making in virtual reality sports games explained via the lens of extended planned behavior theory |
topic | Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9819123/ https://www.ncbi.nlm.nih.gov/pubmed/36612910 http://dx.doi.org/10.3390/ijerph20010592 |
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