虚拟现实技术在观众体育运动中引发的 "流":虚拟现实流量、其独特的前因和后果的实证检验

IF 4.6 Q2 MATERIALS SCIENCE, BIOMATERIALS
Yonghwan Chang, Clinton Warren, Taehoon Lee
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引用次数: 0

摘要

本研究旨在探讨虚拟现实(VR)如何在体育迷中创造流动体验,以及这一现象如何融入现有的体育服务消费框架。本研究进行了两项实验,以探索 VR 流量体验,并研究 VR 流量在不同比赛情况下对球迷结果的影响。实验以毒物理论、情感动力理论、情感预期理论和偏向竞争理论为理论背景。实验 1 的结果显示,观赛参与度较低和 VR 体验较少的球迷更有可能体验到 VR 流量。实验 2 显示,VR 流量对决胜局和险胜局的球迷满意度都有积极影响。这项研究深入探讨了如何通过 VR 观众身份诱导流动,并强调了参与和情绪波动的反直觉效应。该研究还为管理者在观赛环境中有效利用 VR 技术提供了可操作的建议。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Virtual Reality Technology Induced Flow in the Spectator Sports Context: Empirical Examinations of VR Flow, Its Unique Antecedents, and Consequences
This study aimed to investigate how virtual reality (VR) can create the experience of flow among sport fans and how this phenomenon fits into existing sport service consumption frameworks. Two experiments were conducted to explore VR flow experiences and to examine the impact of VR flow on fan outcomes in different game situations. The poison theory, theories of emotion dynamics, affective expectation, and biased competition were used as theoretical backgrounds. Results from Experiment 1 showed that fans with lower spectatorship involvement and those with less prior VR experience were more likely to experience VR flow. Experiment 2 revealed that VR flow positively influenced fan satisfaction in both decisive and close games. The study offers insights into how flow can be induced through VR spectatorship and highlights the counterintuitive effects of involvement and emotion fluctuations. The study also provides actionable suggestions for managers to effectively utilize VR technology in spectatorship settings.
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来源期刊
ACS Applied Bio Materials
ACS Applied Bio Materials Chemistry-Chemistry (all)
CiteScore
9.40
自引率
2.10%
发文量
464
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