Consumer adoption of virtual reality for spectator sport: an adopter categorization based on the diffusion of innovation and uses and gratification theories

Kwangho Park, Gi-Yong Koo, Minkil Kim, Sanghoon Kim
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Abstract

Purpose

The purpose of this study is to (1) identify the factors that affect the adoption of virtual reality (VR) for spectator sports, (2) examine the differences in the factors among the four adopter categories (i.e. continuers, discontinuers, potentials and resistors) and (3) determine whether these factors are useful for discriminating among the adopter categories, based on the “diffusion of innovation” and “uses and gratification” theories.

Design/methodology/approach

In total, 216 participants were included in the analysis. Logistic regression and multiple analyses of variance were conducted to identify the factors that affect the adoption of VRS and examine the differences in the factors between adopter and non-adopter as well as between the continuers, discontinuers, potentials and resistors.

Findings

This study found that actualized innovativeness, complexity, companionship and gender significantly affect user adoption of VR for spectator sports. There were significant differences in the factors among the four adopter categories. The factors were also useful in discriminating between the four adopter categories.

Originality/value

This study highlights how individuals embrace emerging technologies differently based on their adopter category characteristics. From a marketing perspective, the insights gained from this study can inform the development of targeted strategies, campaigns and user experiences for VR spectator sports (VRS). This approach promises new revenue streams for the spectator sport industry and offers solutions to challenges like declining viewership and digital marginalization. It underscores the potential success of VR technology in transforming the spectator sport industry.

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消费者采用虚拟现实技术观看体育比赛:基于创新扩散和使用与满足理论的采用者分类法
本研究的目的是:(1) 确定影响观众体育采用虚拟现实技术(VR)的因素;(2) 根据 "创新扩散 "和 "使用和满足 "理论,研究四类采用者(即继续采用者、中断采用者、潜在采用者和抵制采用者)之间的因素差异;(3) 确定这些因素是否有助于区分采用者类别。通过逻辑回归和多元方差分析,确定了影响采用 VRS 的因素,并研究了采用者和非采用者之间以及继续采用者、停止采用者、潜在采用者和抵制者之间在这些因素上的差异。研究结果本研究发现,实际创新性、复杂性、陪伴性和性别显著影响用户采用 VR 观看体育比赛。四个采用者类别之间的因素存在明显差异。原创性/价值 本研究强调了个人如何根据其采用者类别特征以不同方式接受新兴技术。从市场营销的角度来看,从本研究中获得的见解可为制定有针对性的战略、活动和用户体验提供信息,从而促进 VR 观众体育(VRS)的发展。这种方法有望为观众体育产业带来新的收入来源,并为观众人数下降和数字边缘化等挑战提供解决方案。它强调了 VR 技术在改变观众体育产业方面可能取得的成功。
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