Popularity of screen golf in Korea and its sociocultural meaning

Jung Rae Lee, Ki Nam Kwon

Research output: Contribution to journalArticlepeer-review

4 Scopus citations

Abstract

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.

Original languageEnglish
Article number13178
JournalInternational Journal of Environmental Research and Public Health
Volume18
Issue number24
DOIs
StatePublished - 1 Dec 2021

Keywords

  • Case study
  • Popularity
  • Screen golf
  • Sociocultural meaning

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