{"title":"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","authors":"Yonghwan Chang, Clinton Warren, Taehoon Lee","doi":"10.32731/smq.331.032024.06","DOIUrl":null,"url":null,"abstract":"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.","PeriodicalId":2,"journal":{"name":"ACS Applied Bio Materials","volume":null,"pages":null},"PeriodicalIF":4.6000,"publicationDate":"2024-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Virtual Reality Technology Induced Flow in the Spectator Sports Context: Empirical Examinations of VR Flow, Its Unique Antecedents, and Consequences\",\"authors\":\"Yonghwan Chang, Clinton Warren, Taehoon Lee\",\"doi\":\"10.32731/smq.331.032024.06\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"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.\",\"PeriodicalId\":2,\"journal\":{\"name\":\"ACS Applied Bio Materials\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":4.6000,\"publicationDate\":\"2024-03-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"ACS Applied Bio Materials\",\"FirstCategoryId\":\"91\",\"ListUrlMain\":\"https://doi.org/10.32731/smq.331.032024.06\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"MATERIALS SCIENCE, BIOMATERIALS\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"ACS Applied Bio Materials","FirstCategoryId":"91","ListUrlMain":"https://doi.org/10.32731/smq.331.032024.06","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"MATERIALS SCIENCE, BIOMATERIALS","Score":null,"Total":0}
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.