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The Effect of Playing Narrative Sport Video Games with Face-Scanning Technology on Self-Perception Alteration and Sport Consumption Behavioral Intentions.
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
The Effect of Playing Narrative Sport Video Games with Face-Scanning Technology on Self-Perception Alteration and Sport Consumption Behavioral Intentions./
作者:
Park, Kwangho.
面頁冊數:
1 online resource (153 pages)
附註:
Source: Dissertations Abstracts International, Volume: 84-06, Section: A.
Contained By:
Dissertations Abstracts International84-06A.
標題:
Sports management. -
電子資源:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=29999761click for full text (PQDT)
ISBN:
9798358494756
The Effect of Playing Narrative Sport Video Games with Face-Scanning Technology on Self-Perception Alteration and Sport Consumption Behavioral Intentions.
Park, Kwangho.
The Effect of Playing Narrative Sport Video Games with Face-Scanning Technology on Self-Perception Alteration and Sport Consumption Behavioral Intentions.
- 1 online resource (153 pages)
Source: Dissertations Abstracts International, Volume: 84-06, Section: A.
Thesis (Ph.D.)--Troy University, 2022.
Includes bibliographical references
The sport video game (SVG) genre typically focuses on allowing users to control characters or a team and compete with the central processing unit or other users in virtual sport settings (Kim & Ross, 2006). The typical SVG has recently been evolving into a new format with the following singularities: (1) narrative; and (2) face-scanning technology. While playing an SVG, these singularities effectively immerse users in the SVG and lead them to have more sport consumption behavioral intentions than previously existing SVGs. In this sense, this study aims to examine the effect of narrative SVGs with face-scanning technology on user self-perception alteration and sport consumption behavioral intentions utilizing a true-experimental design. Methodologically, this study uses correlation coefficient analysis, CFA, multiple group analysis, and pairwise comparison analysis in SEM using AMOS. This research provides evidence of how video game player self-perception alteration can influence sport consumption behavioral intentions (SI) in the new type of SVG with face-scanning technology and a narrative. This study suggests that SVGs include a narrative and utilize innovative technologies like face-scanning to improve the platform, contribute to real-life sport league marketing, lead users to participate in physical activity as well as increase sales of the SVG.
Electronic reproduction.
Ann Arbor, Mich. :
ProQuest,
2023
Mode of access: World Wide Web
ISBN: 9798358494756Subjects--Topical Terms:
3423935
Sports management.
Subjects--Index Terms:
Face scanning technologyIndex Terms--Genre/Form:
542853
Electronic books.
The Effect of Playing Narrative Sport Video Games with Face-Scanning Technology on Self-Perception Alteration and Sport Consumption Behavioral Intentions.
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Source: Dissertations Abstracts International, Volume: 84-06, Section: A.
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Advisor: Koo, Gi-Yong (Win);Kim, Minkil.
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The sport video game (SVG) genre typically focuses on allowing users to control characters or a team and compete with the central processing unit or other users in virtual sport settings (Kim & Ross, 2006). The typical SVG has recently been evolving into a new format with the following singularities: (1) narrative; and (2) face-scanning technology. While playing an SVG, these singularities effectively immerse users in the SVG and lead them to have more sport consumption behavioral intentions than previously existing SVGs. In this sense, this study aims to examine the effect of narrative SVGs with face-scanning technology on user self-perception alteration and sport consumption behavioral intentions utilizing a true-experimental design. Methodologically, this study uses correlation coefficient analysis, CFA, multiple group analysis, and pairwise comparison analysis in SEM using AMOS. This research provides evidence of how video game player self-perception alteration can influence sport consumption behavioral intentions (SI) in the new type of SVG with face-scanning technology and a narrative. This study suggests that SVGs include a narrative and utilize innovative technologies like face-scanning to improve the platform, contribute to real-life sport league marketing, lead users to participate in physical activity as well as increase sales of the SVG.
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