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기술수용모델을 활용한 가상현실 스포츠 지속사용의도 영향요인 분석: 즈위프트 사용자를 대상으로

An Analysis of Influencing Factors of Intention to Continuous Use of Virtual Reality Sports Using the Technology Acceptance Model

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초록

This study analyzed the factors influencing the intention to continue using virtual reality sports 'Zwift' within the framework of the technology acceptance model(TAM). Through literature research, six hypotheses were formulated to explain the relationship between major variables in the technology acceptance model. A total of 301 valid samples were secured through a survey of Zwift users, and the hypotheses were verified through data analysis. Hypotheses 1, 2, 4, and 6 were supported, which confirmed the influential relationships between perceived ease of use and perceived usefulness; perceived ease of use and attitude; and attitude and continuous use intention. Hypotheses 3 and 5, which explain the influential relationships between perceived ease of use and continuous use intention, and perceived usefulness and attitude, were not supported. This study is meaningful in that it attempted to explain the decision-making process in which virtual reality sports are used through the TAM. Theoretical and practical implications were discussed through the hypothesis verification results, and follow-up studies were proposed by discussing the limitations of the study.

Abstract

This study analyzed the factors influencing the intention to continue using virtual reality sports 'Zwift' within the framework of the technology acceptance model(TAM). Through literature research, six hypotheses were formulated to explain the relationship between major variables in the technology acceptance model. A total of 301 valid samples were secured through a survey of Zwift users, and the hypotheses were verified through data analysis. Hypotheses 1, 2, 4, and 6 were supported, which confirmed the influential relationships between perceived ease of use and perceived usefulness; perceived ease of use and attitude; and attitude and continuous use intention. Hypotheses 3 and 5, which explain the influential relationships between perceived ease of use and continuous use intention, and perceived usefulness and attitude, were not supported. This study is meaningful in that it attempted to explain the decision-making process in which virtual reality sports are used through the TAM. Theoretical and practical implications were discussed through the hypothesis verification results, and follow-up studies were proposed by discussing the limitations of the study.

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