The adoption and use of virtual reality technology for endurance sport participation by college students
- UNCG Author/Contributor (non-UNCG co-authors, if there are any, appear on document)
- Devin Cashman (Creator)
- Institution
- The University of North Carolina at Greensboro (UNCG )
- Web Site: http://library.uncg.edu/
- Advisor
- Louisa Raisbeck
Abstract: College recreation programs are an ideal way for students to participate in physical activity while on campus. These programs can offer a diverse range of opportunities for individuals to participate in various sport and fitness activities. By integrating virtual reality (VR) technology these programs expand their offerings and allow students to participate in sports that may not be otherwise available or accessible. One option for virtual sports participation is cycling Esports. Cycling Esports allow individuals to participate in recreational or competitive cycling using commercial VR technology. Research indicates that numerous factors can contribute to the willingness of individuals to adopt and use specific technologies such as VR. These factors can include various aspects such as ease of use, perceived usefulness, social influence, enjoyment, and cost. Frameworks such as the Unified Theory of Acceptance and Use of Technology 2 (UTAUT2) (Venkatesh et al., 2012) can provide a structured approach to investigating these factors. Using a web-based survey and individual interviews this study aimed at understanding which factors within the UTAUT2 framework influence students to use VR technology for endurance sports such as cycling. A total of thirty students completed a survey asking about factors that influence their use of VR technology for endurance sport. Five students took part in interviews to discuss how and why these factors influenced their decisions around using this technology. The results of this study found that some factors within the UTAUT2 may significantly affect the intention of college students to adopt and use VR technology for endurance sport. Gender and age did not seem to have a moderating effect on predicting use behavior. Recreational sports programs should consider these factors when creating interventions and programs to promote cycling Esports on campus.
The adoption and use of virtual reality technology for endurance sport participation by college students
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Created on 8/1/2024
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Additional Information
- Publication
- Dissertation
- Language: English
- Date: 2024
- Keywords
- Endurance Sport, Unified Theory of Acceptance and Use of Technology 2, UTAUT2, Virtual Reality
- Subjects
- Cycling $x Video games
- eSports (Contests)
- Virtual reality