Understanding Flow and Technology Acceptance in VR Sports Training: Evidence from Golf Putting Practice

This study explores the role of flow experience and technology acceptance in shaping users’ engagement with virtual reality(VR) sports training, with a focus on golf putting practice. Grounded in the Technology Acceptance Model(TAM) and flow theory, a structural model was developed incorporating perceived usefulness, perceived ease of use, virtual presence, and flow experience, conceptualized as a second-order construct. Survey data were collected from 132 physical education students in South Korea who participated in a VR-based golf putting program. Structural equation modeling using SmartPLS 4.1 was employed to test the model. The results show that flow experience and perceived usefulness significantly influence users’ attitudes toward VR training, which in turn strongly predict continuance intention. Perceived ease of use positively affects usefulness but negatively affects attitude, suggesting a preference for systems that offer challenge and realism. While virtual presence enhances flow and attitude, it does not directly increase perceived usefulness. Flow experience did not significantly affect perceived usefulness, indicating that immersive engagement may shape affective attitudes more than utility perceptions. The findings contribute to a nuanced understanding of how flow and TAM constructs interact in performance-oriented VR contexts, offering practical guidance for designing engaging, effective, and credible VR-based training environments.

Authors

Publication Details

Journal
The Journal of Internet Electronic Commerce Resarch
Published
2025-10-31
DOI
https://doi.org/10.37272/jiecr.2025.10.25.5.29
Primary Topic
Flow Experience in Various Fields
Type
article
Field-Weighted Citation Impact
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article

Understanding Flow and Technology Acceptance in VR Sports Training: Evidence from Golf Putting Practice

Taeyoung Oh, Sang Soo Kim
The Journal of Internet Electronic Commerce Resarch
Flow Experience in Various Fields
article

Understanding Flow and Technology Acceptance in VR Sports Training: Evidence from Golf Putting Practice

Taeyoung Oh, Sang Soo Kim
article en

Abstract

This study explores the role of flow experience and technology acceptance in shaping users’ engagement with virtual reality(VR) sports training, with a focus on golf putting practice. Grounded in the Technology Acceptance Model(TAM) and flow theory, a structural model was developed incorporating perceived usefulness, perceived ease of use, virtual presence, and flow experience, conceptualized as a second-order construct. Survey data were collected from 132 physical education students in South Korea who participated in a VR-based golf putting program. Structural equation modeling using SmartPLS 4.1 was employed to test the model. The results show that flow experience and perceived usefulness significantly influence users’ attitudes toward VR training, which in turn strongly predict continuance intention. Perceived ease of use positively affects usefulness but negatively affects attitude, suggesting a preference for systems that offer challenge and realism. While virtual presence enhances flow and attitude, it does not directly increase perceived usefulness. Flow experience did not significantly affect perceived usefulness, indicating that immersive engagement may shape affective attitudes more than utility perceptions. The findings contribute to a nuanced understanding of how flow and TAM constructs interact in performance-oriented VR contexts, offering practical guidance for designing engaging, effective, and credible VR-based training environments.

The Journal of Internet Electronic Commerce ResarchVol. 25(5)
Openalex Percentile: Top 62%
Flow Experience in Various Fields
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