目的:順應數位科技發展趨勢,本研究旨在探討透過數位科技應用而發展出的運動競技虛實整合模式。方法:本研究根據Goebeler, Standaert, and Xiao(2021)提出的運動賽事虛實整合(physical-digital hybrid sport)的概念,設計出四種模式(運動數位科技輔助模式、運動數位科技強化模式、運動數位科技複製模式及運動數位科技轉換模式)並以500位受試者參與實測,藉由問卷方式調查受試者對不同運動虛實整合情境的接受度。結果:30歲以下受試者對運動數位科技轉換模式有較高的接受度,而30歲以上的受試者分別對運動數位科技輔助模式及運動數位科技複製模式有較高接受度。另一方面,男性對運動數位科技轉換模式有較高的接受度,而女性則較接受運動數位科技輔助模式。討論:未來的世代對數位科技的依賴程度將不斷提升,依此觀點並且思考傳統運動的發展,借助數位科技與傳統運動結合的方式,發展出符合新世代行為模式的運動賽事是拓展市場的重要策略。
Purpose: The purpose of this study is in order to examine the concept of Physical-Digital Hybrid Sport which is proposed by Goebeler, Standaert, & Xiao (2021). Method: Base on Goebeler et al (2021) concept, four competition scenarios have been design (Digitally supported sport, Digitally augmented sport, Digitally replicated sport & Digitally translated sport) in this study, and 500 participants were recruited to experience the different scenarios, and a questionnaire has been carried out in order to investigate participant's acceptance toward the four different scenario of Physical-Digital Hybrid Sport, once they had finished all the experiencing session. Result: Participant who are under 30 years old have higher acceptance toward Digitally translated sport, however participant who are above 30 years old have higher acceptance toward Digitally supported sport and Digitally replicated sport. On the other hand, female participants have higher acceptance toward Digitally supported sport, however, male participants prefer Digitally translated sport. Discussion: Following the digital era, the combination between traditional sport and digital technology will become an important strategy in term of attracting more and more people to engage in sport.
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