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韩国屏幕高尔夫的流行及其社会文化意义。

Popularity of Screen Golf in Korea and Its Sociocultural Meaning.

机构信息

Department of Leisure and Sports, College of Ecology and Environmental Science, Kyungpook National University, 2559 Gyeongsang-daero, Sangju-si 37224, Gyeongsangbuk-do, Korea.

出版信息

Int J Environ Res Public Health. 2021 Dec 14;18(24):13178. doi: 10.3390/ijerph182413178.

DOI:10.3390/ijerph182413178
PMID:34948787
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC8702078/
Abstract

The purpose of this study was to examine the popularity of screen golf, golf played using an indoor golf simulator, in Korea and to further explore its sociocultural significance. This study conducted a case study in which purposeful sampling was employed to recruit 15 participants. The results revealed that screen golf was popular in Korea because its facilities were easier to access; screen golf centers were found at convenient locations, and screen golf was more affordable than playing golf at the golf course. The combination of screen golf and the culture that is particular to Koreans has led them to accept the former as a familiar space for leisure activities. The results further revealed that screen sport has sociocultural significance in that its considerable popularity has led to the integration of virtual reality (VR) sports into daily life, thus making the division between sports and games less evident. Golf, a sport once considered as being an exclusive hobby for rich elites, has become popular among the general public, destroying the hierarchal notion that some sports harbor. This is meaningful as screen golf has played the role of an agent for sport socialization, encouraging people to participate in golf even on a course, unlike any other VR sport. Furthermore, this pastime has secured its position as a subculture in and of itself, becoming popular throughout the world.

摘要

本研究旨在考察韩国室内高尔夫模拟器游戏(即“屏幕高尔夫”)的流行程度,并进一步探讨其社会文化意义。本研究采用案例研究方法,通过目的性抽样招募了 15 名参与者。研究结果表明,屏幕高尔夫在韩国受欢迎的原因在于其设施更容易获得;屏幕高尔夫中心位于便利的位置,并且比在高尔夫球场打球更便宜。屏幕高尔夫与韩国特有文化的结合使韩国人将其视为休闲活动的熟悉空间。研究结果还表明,屏幕运动具有社会文化意义,因为其极高的受欢迎程度使得虚拟现实(VR)运动融入日常生活,从而使运动和游戏之间的界限变得不那么明显。高尔夫曾经被认为是富人的专属爱好,但现在已经在大众中流行起来,打破了一些运动具有等级观念的观念。这具有重要意义,因为屏幕高尔夫扮演了体育社会化的媒介角色,鼓励人们参与高尔夫运动,即使是在球场上,这与其他任何 VR 运动都不同。此外,这种消遣方式本身已经确立了自己的地位,成为一种亚文化,在全球范围内流行起来。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/6f8a/8702078/75820a0a65cb/ijerph-18-13178-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/6f8a/8702078/75820a0a65cb/ijerph-18-13178-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/6f8a/8702078/75820a0a65cb/ijerph-18-13178-g001.jpg

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