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      메타분석을 통한 스포츠 가상환경의 프레즌스 효과 크기 분석 = A Meta-Analysis of the Effect Size of Presence in Sports Virtual Environments

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      https://www.riss.kr/link?id=A109907056

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      The purpose of this study wa to empirically and comprehensively identify the effect size of presence in sports virtual environments through a meta-analytic approach. A systematic review of prior studies published in domestic academic journals was conducted, resulting in a final selection of 16 studies. The meta-analysis yielded the following findings. First, the overall effect size of presence in sports virtual environments was .171. Second, the effect sizes for subdimensions of presence were as follows: presence(.520), sense of agency(.233), realism (.231), self-location(.153), and spatial movement(.115).
      Third, among the dependent variables, emotional response showed the highest effect size(.586), followed by enjoyment ( .464), flow (.306), attitude(.269), immersion(.260), involvement(.218), and satisfaction ( .177). Lastly, in terms of application context, effect sizes were highest for education (.851), followed by broadcasting (.518), advertising (.512), experiential content (.265), and gaming (.263). These results provide integrated empirical evidence regarding the impact of presence in sports virtual environments and offer practical implications for the development and implementation of VR-based content in the sports industry. Additionally discussion and practical implication were also presented.
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      The purpose of this study wa to empirically and comprehensively identify the effect size of presence in sports virtual environments through a meta-analytic approach. A systematic review of prior studies published in domestic academic journals was cond...

      The purpose of this study wa to empirically and comprehensively identify the effect size of presence in sports virtual environments through a meta-analytic approach. A systematic review of prior studies published in domestic academic journals was conducted, resulting in a final selection of 16 studies. The meta-analysis yielded the following findings. First, the overall effect size of presence in sports virtual environments was .171. Second, the effect sizes for subdimensions of presence were as follows: presence(.520), sense of agency(.233), realism (.231), self-location(.153), and spatial movement(.115).
      Third, among the dependent variables, emotional response showed the highest effect size(.586), followed by enjoyment ( .464), flow (.306), attitude(.269), immersion(.260), involvement(.218), and satisfaction ( .177). Lastly, in terms of application context, effect sizes were highest for education (.851), followed by broadcasting (.518), advertising (.512), experiential content (.265), and gaming (.263). These results provide integrated empirical evidence regarding the impact of presence in sports virtual environments and offer practical implications for the development and implementation of VR-based content in the sports industry. Additionally discussion and practical implication were also presented.

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