@inproceedings{8f423082d7b04647a51379113d4e0dc4,
title = "User Experience of VR Sports: A Uses and Gratifications View",
abstract = "Virtual reality (VR) sports have become a new phenomenon in sports. We have witnessed an increase in VR sports among individual participants in their casual lives during and after the COVID-19 pandemic. However, there is a lack of a deep understanding of the user experience in VR sports usage in casual life at the individual participant level. To address the above research gap, this research explores the user experience of VR sports based on a uses and gratifications perspective via interviews among twelve VR sports users. The present research provides a deep understanding of the user experience of VR sports usage by identifying four gratifications in VR sports usage that meet users{\textquoteright} psychological needs. The four gratifications are hedonic gratification, utilitarian gratification, technology gratification, and social gratification.",
keywords = "Digital Sports, User experience, Uses and gratifications theory, VR sports",
author = "Hong Chen",
note = "Publisher Copyright: {\textcopyright} The Author(s), under exclusive license to Springer Nature Switzerland AG 2024.; Wuhan International Conference on E-business ; Conference date: 24-05-2024 Through 26-05-2024",
year = "2024",
doi = "10.1007/978-3-031-60324-2_22",
language = "English",
isbn = "9783031603266",
series = "Lecture Notes in Business Information Processing",
publisher = "Springer",
pages = "260--272",
editor = "Tu, {Yiliu Paul} and Maomao Chi",
booktitle = "E-Business. New Challenges and Opportunities for Digital-Enabled Intelligent Future",
}