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A study of college students' intention to use metaverse technology for basketball learning based on UTAUT2

Fangfang YangDepartment of Sports Science of Honam University, Gwangju, 62399, South KoreaLongfei RenDepartment of Sports Science of Honam University, Gwangju, 62399, South KoreaChao GuDepartment of Culture and Arts Management of Honam University, Gwangju, 62399, South Korea
2022en
ABI

Аннотация

Recent advancements in virtual reality technology have attracted increasing attention from enterprises and scholars, and many new related products have been launched. Due to the current COVID-19 epidemic, the non-face-to-face teaching environment will seriously affect students' basketball learning. We therefore combined basketball learning with metaverse technology, discussed basketball teaching in a virtual reality environment, and examined the influencing factors of college students' intentions to use metaverse technology. In the light of UTAUT2, a new research model was proposed, and quantitative research was carried out. The results of a survey of 1074 valid samples revealed that habits and attitudes are crucial factors in the success of basketball learning using a metaverse. The findings also indicate that grade and gender are moderator variables.

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