Effects of Fun Factors Perceived by Screen Golf Users on Exercise Continuation

So-Won Yoon, Byung-Chan Lee, Sin-Hye Kim
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Abstract

In this study, the relationship between the perceived fun factors of screen golf users and the continuation of exercise was identified through statistical analysis. To achieve the goal, screen golf participants in the Seoul metropolitan area were set as subjects for the study. Collected data were analyzed by frequency analysis, correlation analysis, and multiple linear regression analysis with SPSS 24.0. Conclusions based on the results and discussions derived through analysis are as follows. First, it was found that all sub-factors of fun factors such as health, achievement, and sociality factors were related to tendency factors during exercise. Therefore, efforts to maximize health promotion and stress relief through screen golf participation, information related to the improvement of movement and technology through interworking with applications, and various events are needed. Second, health factors should be related to strengthening during exercise, actively promoting the health promotion effect and stress relief effect of screen golf, and providing a pleasant environment and enjoying screen golf. Third, health and achievement factors were confirmed to have a significant relationship with possibility. It is necessary to systematically present physical development and technology improvement by using data measured while participating in applications and screen golf.
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屏幕高尔夫用户感知乐趣因素对运动延续的影响
本研究通过统计分析,确定屏幕高尔夫用户感知的乐趣因素与运动继续之间的关系。为了实现这一目标,研究人员将首都地区的高尔夫运动员筛选为研究对象。采用SPSS 24.0软件对收集的数据进行频率分析、相关分析和多元线性回归分析。根据分析结果和讨论得出的结论如下:首先,研究发现,健康、成就、社交等趣味因子的子因子均与运动倾向因子相关。因此,需要努力通过屏幕高尔夫参与,通过与应用程序交互来提高运动和技术的相关信息,以及各种活动来最大限度地促进健康和缓解压力。其次,健康因素应与运动中加强有关,积极促进屏幕高尔夫的健康促进作用和减压作用,提供愉快的环境,享受屏幕高尔夫。第三,健康和成就因素与可能性有显著的关系。有必要通过参加应用程序和屏幕高尔夫时测量的数据,系统地展示身体发展和技术进步。
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