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논문 기본 정보

자료유형
학술저널
저자정보
문영기 (경희대학교) 구철모 (경희대학교)
저널정보
한국인터넷전자상거래학회 인터넷전자상거래연구 인터넷전자상거래연구 제23권 제1호
발행연도
2023.2
수록면
33 - 54 (22page)
DOI
10.37272/JIECR.2023.02.23.1.33

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초록· 키워드

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As the COVID-19 pandemic shifts from Corona to With Corona, technological development based on ICT technology is forming a structure in which society and consumers interact. Metaverse"s VR(Virtual Reality) technology, based on a new technology, is an alternative space that can provide users with a better experience than offline beyond the limits of physical space and time, with the potential and value to freely provide a better experience than reality. there is. In this study, Oculus Quest2 was selected as a device that utilizes VR technology to provide various contents and services and is evaluated as having the most reasonable price and features as a device used by users to experience VRchat and contents. We want to know the value obtained through the analysis of the positive and negative aspects of the value of the tourism industry.
In this study, 208 valid data were collected from Americans who had experienced VRchat for tourism purposes with the Oculus Quest2, and as a result, it was found that VR content had a positive effect on VR immersion experience and VR perception risk. It was found that VR personal information had a negative effect on VR immersion experience, and finally, VR immersion experience had a positive effect on VR value, but VR perception risk had a negative effect. Through these research results, we empirically verified how much the experience of VR gains and losses obtained by using VR for tourism purposes affects the VR value experienced by users. We would like to propose a theoretical basis for research on whether value can be provided to users who perform.

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Abstract
Ⅰ. 서론
Ⅱ. 선행연구
Ⅲ. 연구모형 및 가설
Ⅳ. 연구 설계
Ⅴ. 자료분석 결과
Ⅵ. 결론
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