TY - JOUR
T1 - Popularity of screen golf in Korea and its sociocultural meaning
AU - Lee, Jung Rae
AU - Kwon, Ki Nam
N1 - Publisher Copyright:
© 2021 by the authors. Licensee MDPI, Basel, Switzerland.
PY - 2021/12/1
Y1 - 2021/12/1
N2 - The purpose of this study was to examine the popularity of screen golf, golf played using an indoor golf simulator, in Korea and to further explore its sociocultural significance. This study conducted a case study in which purposeful sampling was employed to recruit 15 participants. The results revealed that screen golf was popular in Korea because its facilities were easier to access; screen golf centers were found at convenient locations, and screen golf was more affordable than playing golf at the golf course. The combination of screen golf and the bang culture that is particular to Koreans has led them to accept the former as a familiar space for leisure activities. The results further revealed that screen sport has sociocultural significance in that its considerable popularity has led to the integration of virtual reality (VR) sports into daily life, thus making the division between sports and games less evident. Golf, a sport once considered as being an exclusive hobby for rich elites, has become popular among the general public, destroying the hierarchal notion that some sports harbor. This is meaningful as screen golf has played the role of an agent for sport socialization, encouraging people to participate in golf even on a course, unlike any other VR sport. Furthermore, this pastime has secured its position as a subculture in and of itself, becoming popular throughout the world.
AB - The purpose of this study was to examine the popularity of screen golf, golf played using an indoor golf simulator, in Korea and to further explore its sociocultural significance. This study conducted a case study in which purposeful sampling was employed to recruit 15 participants. The results revealed that screen golf was popular in Korea because its facilities were easier to access; screen golf centers were found at convenient locations, and screen golf was more affordable than playing golf at the golf course. The combination of screen golf and the bang culture that is particular to Koreans has led them to accept the former as a familiar space for leisure activities. The results further revealed that screen sport has sociocultural significance in that its considerable popularity has led to the integration of virtual reality (VR) sports into daily life, thus making the division between sports and games less evident. Golf, a sport once considered as being an exclusive hobby for rich elites, has become popular among the general public, destroying the hierarchal notion that some sports harbor. This is meaningful as screen golf has played the role of an agent for sport socialization, encouraging people to participate in golf even on a course, unlike any other VR sport. Furthermore, this pastime has secured its position as a subculture in and of itself, becoming popular throughout the world.
KW - Case study
KW - Popularity
KW - Screen golf
KW - Sociocultural meaning
UR - http://www.scopus.com/inward/record.url?scp=85121040595&partnerID=8YFLogxK
U2 - 10.3390/ijerph182413178
DO - 10.3390/ijerph182413178
M3 - Article
C2 - 34948787
AN - SCOPUS:85121040595
SN - 1661-7827
VL - 18
JO - International Journal of Environmental Research and Public Health
JF - International Journal of Environmental Research and Public Health
IS - 24
M1 - 13178
ER -