学位论文详细信息
An investigation of virtual golf in the Republic of Korea from a marketing perspective.
Sport Marketing;Consumer Behavior;Golf;Virtual Reality;Leisure Constraints;Korea
Chulhwan Choi
University:University of Louisville
Department:Educational Leadership, Evaluation and Organizational Development
关键词: Sport Marketing;    Consumer Behavior;    Golf;    Virtual Reality;    Leisure Constraints;    Korea;   
Others  :  https://ir.library.louisville.edu/cgi/viewcontent.cgi?article=3464&context=etd
美国|英语
来源: The Universite of Louisville's Institutional Repository
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【 摘 要 】
Just as advances in technology have drastically changed daily life, the entire sport business industry has been altered by the latest technology (Lee, Cheon, Judge, Shin, & Kim, 2012). A virtual sport, called "screen golf", has offered a virtual reality via simulators and has seen enormous growth in the Republic of Korea (Kim, Seo, Kim, & Chang, 2014), not just as an alternative to the existing sport but as an entirely new type of sport entertainment (Han, Beak, Lee, & Huh, 2014). Knowing that there are significant gaps in consumer behaviors between existing sports and emerging sports (Ko, Park, & Claussen, 2008), investigating consumers' decision-making processes for participation in virtual golf is essential for the sport to be successful in this new market. As new trends of enjoying sports, like sport-related online games (Hur, Ko, &Valacich, 2007; Seo & Green, 2008) and video games (Kim, Walsh, & Ross, 2008), have emerged, and efforts to understand changing consumer behaviors have continued, it is necessary to explore virtual sports, which have had little attention so far, from diverse marketing perspectives. Hence, the primary purposes of this study were to (a) investigate differences in constraints between participation in actual golf and virtual golf, (b) compare constraints between experienced and non-experienced individuals in virtual golf, (c) examine effects of household income on constraints in virtual golf, (d) investigate effects of mastery on constraints in virtual golf, and (e) explore relationships among service quality, perceived value, consumer satisfaction, and behavioral intentions in virtual golf. A total of 389 surveys were collected from five virtual golf centers and two actual golf clubs in Korea using an intercept data collection technique. The result of this study revealed significant constraints differences on four constraints (cost, weather, time, and skill/confidence) between participating in actual and virtual golf. Next, the effects of personal golf experiences had significant influence on four constraints (social, cost, time, and skill/confidence) when participating in virtual golf. Furthermore, the low income group was more constrained by four constraints (social, cost, time, and skill/confidence), and the low mastery group was limited in their participation in virtual golf by two constraints (cost and skill/confidence). Lastly, all the given factors (core service, perceived value, consumer satisfaction, and behavior intentions) except peripheral service were significantly related each other. The current study provided a comprehensive insight into consumer behaviors in virtual golf from diverse marketing perspectives. In particular, this study investigated
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