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虛擬實境科技觀賞運動賽事接受模式之實證

公告類型: 社會科學類7-1
點閱次數: 260

有鑑於虛擬實境(virtual reality, VR 之技術漸趨成熟,近年來陸續被廣泛應用在運動賽事觀看在內的許多領域。為使虛擬實境科技於賽事觀看的應用更加順利,本研究以科技接受模式(technology acceptance model, TAM 為基礎,加入媒體豐富度、知覺新奇以及知覺娛樂性等三項對於使用虛擬實境科技觀賞運動賽事之態度及使用意願具影響力之因子,探討使用者對於利用虛擬實境科技觀賞運動賽事之意願。本研究採問卷調查法,以實際操作過虛擬實境技術觀看運動賽事的大專院校學生為研究對象,共回收307份有效問卷,採用描述性統計和結構方程模式 Structural Equation Model, SEM 等資料分析方法。研究結果顯示除了知覺易用性對於知覺有用性的影響力不顯著外,本研究架構所有變項間影響的路徑預測假設皆成立。其中,媒體豐富度對知覺有用性、知覺易用性具正向顯著影響;知覺新奇正向顯著影響知覺娛樂性;知覺有用性、知覺易用性與知覺娛樂性正向顯著影響使用態度;使用態度正向影響以虛擬實境觀賞運動賽事的使用意願。結論:本研究結果顯示影響使用虛擬實境觀賞運動賽事行為意圖之因素,包含「媒體豐富度」、「知覺娛樂性」、「知覺易用性」、「知覺有用性」與「知覺新奇」,研究結果將可供未來業者在推展資訊科技結合運動賽事觀賞領域之實務參考,並有助於未來運動賽事推廣多元觀看模式,以利順應並符合時代趨勢。
關鍵詞:科技接受行為模式、運動賽事、媒體豐富度、知覺娛樂性、知覺新奇

                                                     Abstract

Since the development of virtual reality (VR) technology has become matured, it has been widely used in many areas including sports spectating. To make the application of VR in sports spectating more smoothly, the purpose of this study was to explore factors affecting the acceptance of using VR technology in watching sports events, based on the Technology Acceptance Model (TAM) with other variables including media richness, perceived novelty, and perceived playfulness. This study adopted the questionnaire survey and distributed questionnaires to university students who used VR technology in watching sports events. A total of 307 valid questionnaires were received and analyzed by descriptive statistics and the Structural Equation Model (SEM). The research results showed there were eight hypotheses and seven hypotheses were significant in this research framework. Media richness has a positive and significant impact on perceived usefulness and perceived ease of use; perceived novelty positively and significantly affects perceived playfulness; perceived usefulness, perceived ease of use, and perceived playfulness have a positively significant impact on attitude toward using; attitude toward using positively affects users’ intention to use virtual reality to watch sports events. As a conclusion, this study demonstrated that factors affecting the acceptance of VR technology in watching sports events include media richness, perceived playfulness, perceived ease of use, perceived usefulness, and perceived novelty. The research results will provide practical references for industry in the promotion of information technology applied to sports events spectating and will help to promote the diversified spectating modes of sports events in the future, to conform to the trend of the times.

Keywords: Technology Acceptance Model, Virtual Reality, Media Richness, Perceived Playfulness, Perceived Novelty




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發布日期: 2022/09/14
發布人員: 薛淑真