2014
DOI: 10.1108/ijsms-16-01-2014-b003
|View full text |Cite
|
Sign up to set email alerts
|

Customer productivity in technology-based self-service of virtual golf simulators

Abstract: Boosting productivity in the service sector is a key priority for promoting long-term growth. To have customers perform certain tasks normally undertaken by employees is an important means to improving productivity. Technological innovation has influenced business practices for several decades and many service firms, including sports service firms, are now utilising technology extensively to reduce the use of labour. This study investigates how the user's perception of technology-based self-service (TBSS)affec… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
9
0

Year Published

2018
2018
2023
2023

Publication Types

Select...
5
2

Relationship

1
6

Authors

Journals

citations
Cited by 8 publications
(9 citation statements)
references
References 35 publications
0
9
0
Order By: Relevance
“…Considering this, the acceptance and popularity of AG or off-course golf among novice consumers have constituted a breakthrough for the golf industry as a whole. Virtual golf simulation games have become especially popular (Choi et al, 2018;Han et al, 2014aHan et al, , 2014bKim et al, 2014;Lee et al, 2011).…”
Section: Alternative Golf and Traditional Golf Behavioral Intentionsmentioning
confidence: 99%
“…Considering this, the acceptance and popularity of AG or off-course golf among novice consumers have constituted a breakthrough for the golf industry as a whole. Virtual golf simulation games have become especially popular (Choi et al, 2018;Han et al, 2014aHan et al, , 2014bKim et al, 2014;Lee et al, 2011).…”
Section: Alternative Golf and Traditional Golf Behavioral Intentionsmentioning
confidence: 99%
“…Golf participation is also hampered by location, time, and weather (Han, 2004;Petrick et al, 1999;Zhang, 2007). Meanwhile, virtual golf, which was invented to encourage beginners to play golf without any financial difficulties anywhere and whenever, has become one of the most popular sport-related businesses in the Republic of Korea as it satisfied desires of avid golfers experiencing limitations to playing golf (Choe, 2008;Kim, Seo, Kim, & Chang, 2014). Virtual golf, also known as screen golf, is enjoyed indoors with real golf clubs, balls and consumers' own swings in front of a high definition golf simulator, a sensor, and a computer graphics engine (Jung, Park, Kang, Lee, & Hahn, 2010).…”
Section: Virtual Reality and Golfmentioning
confidence: 99%
“…Since 2012, the world's first professional virtual golf tournament (G-Tour), has opened in the Republic of Korea on a nationwide scale (Noe, 2012), showing that the virtual golf industry was not a simple alternative which might overcome the limitations of outdoor golf, but a newly growing sport market which might have enormous potential. Nevertheless, there have been few investigations in virtual golf focusing on technological aspects (Jung et al, 2010;Kim et al, 2014) and social aspects (Lee, Chung, & Lee, 2013). Given this emerging sport has received little attention from a marketing perspective, an investigation is warranted to see how advanced technology affects consumer behaviors in sport.…”
Section: Virtual Reality and Golfmentioning
confidence: 99%
“…In this environment, screen golf recently attracts people's attention. 'Screen golf' is a popular technology-based sport and uses a computer-based golf simulator (Kim, Seo, Kim, & Chang, 2014). A computer, a simulator, and multiple digital cameras display images that look similar to real golf environments and situations on a high-definition (HD) screen.…”
Section: Introductionmentioning
confidence: 99%