Presence in virtual golf simulators: The effects of presence on perceived enjoyment, perceived value, and behavioral intention

Hyuck Gi Lee, Sungwon Chung, Won Hee Lee

Research output: Contribution to journalArticlepeer-review

127 Scopus citations

Abstract

This study examines the effects of presence when respondents played a golf game using virtual golf simulators. The respondents were able to use real golf clubs and accurate swing-and-ball-tracking technology for a realistic experience. The perceived enjoyment, perceived value, and behavioral intention were measured. Data were collected using a convenience sample of 275 virtual golf simulator players. Multiple regression analyses revealed that social presence had a pivotal role in explaining perceived enjoyment, perceived value, and behavioral intention. However, telepresence was not a significant predictor for those variables. Results of simple regression showed that perceived enjoyment was significantly associated with perceived value and behavioral intention. The results also showed that perceived value significantly predicted behavioral intention. The findings imply that the success of virtual golf simulators may be more related to an enhanced sense of socialization with other players, rather than the virtual reality technology itself.

Original languageEnglish
Pages (from-to)930-946
Number of pages17
JournalNew Media and Society
Volume15
Issue number6
DOIs
StatePublished - Sep 2013

Keywords

  • Behavioral intention
  • golf simulators
  • perceived enjoyment
  • perceived value
  • presence
  • serious games
  • social presence
  • telepresence
  • video games
  • virtual reality

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