Exploring the adoption of mixed-reality sport platforms: A qualitative study on ZWIFT

A novel type of application is presently advancing the digitalisation of sports by transferring physical performance into a virtual world, enabling users to compete and exercise together online. Nevertheless, mass adoption remains a significant challenge. We focus on the running and cycling application ZWIFT, which has received considerable attention as an exemplary mixed-reality sport (MRS) platform. To illuminate adoption factors, we conducted interviews with 22 (non-)users of ZWIFT (including professional cyclists), and apply qualitative content analysis based on the multi-level framework of technology acceptance and use. We refine the UTAUT2 model and define individual-level (e.g., realism, sports identification, task purpose) and higher-level (e.g., weather, values of sport, cheating) context factors and new outcome phenomena (e.g., social network size). Our findings advance the literature on the acceptance of mixed-reality applications in the context of sports, and provide a foundation for further research. Moreover, guidelines for fostering MRS adoption are provided.

[1]  C. Maier,et al.  Chatbot Acceptance in Healthcare: Explaining User Adoption of Conversational Agents for disease Diagnosis , 2019, ECIS.

[2]  Jun He,et al.  Antecedents to the adoption of augmented reality smart glasses: A closer look at privacy risks , 2018, Journal of Business Research.

[3]  J. P. Higgins,et al.  Smartphone Applications for Patients' Health and Fitness. , 2016, The American journal of medicine.

[4]  S. Ross,et al.  An exploration of motives in sport video gaming , 2006 .

[5]  Rungting Tu,et al.  Walking for fun or for “likes”? The impacts of different gamification orientations of fitness apps on consumers’ physical activities , 2019 .

[6]  Patrick Walsh,et al.  Dimensions of Social Media Utilization Among College Sport Fans , 2014 .

[7]  Thomas O. Meservy,et al.  Framework of Affordances for Virtual Reality and Augmented Reality , 2019, J. Manag. Inf. Syst..

[8]  Fumio Kishino,et al.  Augmented reality: a class of displays on the reality-virtuality continuum , 1995, Other Conferences.

[9]  Arthur Silva Bastos,et al.  Synesthesia: A Study on Immersive Features of Electronic Games , 2018 .

[10]  David P. Watling,et al.  A systematic review of the application of interactive virtual reality to sport , 2017, Virtual Reality.

[11]  Yuri Seo,et al.  Beyond solitary play in computer games: The social practices of eSports , 2016 .

[12]  Jacob Cohen A Coefficient of Agreement for Nominal Scales , 1960 .

[13]  Seong-Wook Jang,et al.  Effects of Virtual Reality and Non–Virtual Reality Exercises on the Exercise Capacity and Concentration of Users in a Ski Exergame: Comparative Study , 2019, JMIR serious games.

[14]  Dale J. Prediger,et al.  Coefficient Kappa: Some Uses, Misuses, and Alternatives , 1981 .

[15]  Ulrika H. Westergren,et al.  Exploring smartness in public sector innovation - creating smart public services with the Internet of Things , 2020, Eur. J. Inf. Syst..

[16]  Viswanath Venkatesh,et al.  Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology , 2012, MIS Q..

[17]  Juho Hamari,et al.  Why do people play games? A meta-analysis , 2017, Int. J. Inf. Manag..

[18]  Harry Bouwman,et al.  Analysis of users and non-users of smartphone applications , 2010, Telematics Informatics.

[19]  Edward L. Deci,et al.  Validation of the revised sport motivation scale (SMS-II) , 2013 .

[20]  Juho Hamari,et al.  International Journal of Information Management Why Do People Use Gamification Services? , 2022 .

[21]  P. Milgram,et al.  A Taxonomy of Mixed Reality Visual Displays , 1994 .

[22]  Risto Rajala,et al.  Flow in context: Development and validation of the flow experience instrument for social networking , 2016, Comput. Hum. Behav..

[23]  Michael D. Myers,et al.  The qualitative interview in IS research: Examining the craft , 2007, Inf. Organ..

[24]  Mei‐Fang Chen Attitude toward organic foods among Taiwanese as related to health consciousness, environmental attitudes, and the mediating effects of a healthy lifestyle , 2009 .

[25]  Nick Yee,et al.  Motivations for Play in Online Games , 2006, Cyberpsychology Behav. Soc. Netw..

[26]  Gavin Northey,et al.  Anthropomorphism and augmented reality in the retail environment , 2019, Journal of Retailing and Consumer Services.

[27]  Philipp A. Rauschnabel,et al.  An adoption framework for mobile augmented reality games: The case of Pokémon Go , 2017, Comput. Hum. Behav..

[28]  I Mujika,et al.  Exercise intensity during competition time trials in professional road cycling. , 2000, Medicine and science in sports and exercise.

[29]  Juho Hamari,et al.  "Working out for likes": An empirical study on social influence in exercise gamification , 2015, Comput. Hum. Behav..

[30]  Naresh K. Malhotra,et al.  Internet Users' Information Privacy Concerns (IUIPC): The Construct, the Scale, and a Causal Model , 2004, Inf. Syst. Res..

[31]  Yan Qin Attractiveness of game elements, presence, and enjoyment of mobile augmented reality games: The case of Pokémon Go , 2021, Telematics Informatics.

[32]  Bryan Marshall,et al.  Does Sample Size Matter in Qualitative Research?: A Review of Qualitative Interviews in is Research , 2013, J. Comput. Inf. Syst..

[33]  M. Lombard,et al.  Content Analysis in Mass Communication: Assessment and Reporting of Intercoder Reliability , 2002 .

[34]  Martial Van der Linden,et al.  Why do you play World of Warcraft? An in-depth exploration of self-reported motivations to play online and in-game behaviours in the virtual world of Azeroth , 2013, Comput. Hum. Behav..

[35]  Daniel A. Keim,et al.  Video-based Analysis of Soccer Matches , 2019, MMSports '19.

[36]  Cliff Lampe,et al.  The Benefits of Facebook "Friends: " Social Capital and College Students' Use of Online Social Network Sites , 2007, J. Comput. Mediat. Commun..

[37]  Abdulwahab Lawan,et al.  Unified Theory of Acceptance and Use of Technology , 2012, Encyclopedia of Education and Information Technologies.

[38]  Kerry T. Manis,et al.  The virtual reality hardware acceptance model (VR-HAM): Extending and individuating the technology acceptance model (TAM) for virtual reality hardware , 2019, Journal of Business Research.

[39]  P. Shrout Measurement reliability and agreement in psychiatry , 1998, Statistical methods in medical research.

[40]  Eric W. T. Ngai,et al.  Social media research: Theories, constructs, and conceptual frameworks , 2015, Int. J. Inf. Manag..

[41]  Neda Mesbah,et al.  "Hello, I'm here to help you" - Medical care where it is needed most: Seniors' acceptance of health chatbots , 2020, ECIS.

[42]  J. D. de Koning,et al.  Intensity and Load Characteristics of Professional Road Cycling: Differences Between Men's and Women's Races. , 2019, International journal of sports physiology and performance.

[43]  Brad McKenna,et al.  An affordance perspective of team collaboration and enforced working from home during COVID-19 , 2020, Eur. J. Inf. Syst..

[44]  A. Timperio,et al.  The Use of Digital Platforms for Adults’ and Adolescents’ Physical Activity During the COVID-19 Pandemic (Our Life at Home): Survey Study (Preprint) , 2020 .

[45]  Daniel C. Funk,et al.  eSport management: Embracing eSport education and research opportunities , 2017 .

[46]  Thomas Hess,et al.  Immersion, Presence, Interactivity: Towards a Joint Understanding of Factors Influencing Virtual Reality Acceptance and Use , 2017, AMCIS.

[47]  Dong-Hee Shin,et al.  Why do people play social network games? , 2011, Comput. Hum. Behav..

[48]  Eunil Park,et al.  Determinants of player acceptance of mobile social network games: An application of extended technology acceptance model , 2014, Telematics Informatics.

[49]  P. Penfold,et al.  Learning Through the World of Second Life—A Hospitality and Tourism Experience , 2009 .

[50]  P. Mayring Qualitative content analysis: theoretical foundation, basic procedures and software solution , 2014 .

[51]  Juho Hamari,et al.  hy do people buy virtual goods ? Attitude toward virtual good urchases versus game enjoyment , 2015 .

[52]  Michel Avital,et al.  Designing interviews to generate rich data for information systems research , 2011, Inf. Organ..

[53]  Hans van der Heijden,et al.  User Acceptance of Hedonic Information Systems , 2004, MIS Q..

[54]  Klaus Krippendorff,et al.  Content Analysis: An Introduction to Its Methodology , 1980 .

[55]  Pearl Pu,et al.  HealthyTogether: exploring social incentives for mobile fitness applications , 2014, Chinese CHI '14.

[56]  Viswanath Venkatesh,et al.  Unified Theory of Acceptance and Use of Technology: A Synthesis and the Road Ahead , 2016, J. Assoc. Inf. Syst..

[57]  Hao Wang,et al.  Game reward systems: Gaming experiences and social meanings , 2011, DiGRA Conference.

[58]  Tabitha L. James,et al.  An application of goal content theory to examine how desired exercise outcomes impact fitness technology feature set selection , 2019, Inf. Syst. J..

[59]  Yi-Shun Wang,et al.  Gender differences in the perception and acceptance of online games , 2008, Br. J. Educ. Technol..

[60]  M. Blais,et al.  Toward a New Measure of Intrinsic Motivation, Extrinsic Motivation, and Amotivation in Sports: The Sport Motivation Scale (SMS) , 1995 .

[61]  Richard Van Eck,et al.  Perceived realism in shooting games: Towards scale validation , 2016, Comput. Hum. Behav..

[62]  Thomas H. Davenport,et al.  What businesses can learn from sports analytics , 2014 .

[63]  Damian J. Rivers,et al.  Strava as a discursive field of practice: Technological affordances and mediated cycling motivations , 2020 .

[64]  Gordon B. Davis,et al.  User Acceptance of Information Technology: Toward a Unified View , 2003, MIS Q..

[65]  Paul M. Leonardi,et al.  When Flexible Routines Meet Flexible Technologies: Affordance, Constraint, and the Imbrication of Human and Material Agencies , 2011, MIS Q..

[66]  Richard Kulpa,et al.  Which technology to investigate visual perception in sport: video vs. virtual reality. , 2015, Human movement science.

[67]  Harminder Singh,et al.  Understanding the effect of e-learning on individual performance: The role of digital literacy , 2015, Comput. Educ..

[68]  C. Moro,et al.  The effectiveness of virtual and augmented reality in health sciences and medical anatomy , 2017, Anatomical sciences education.

[69]  Ki Joon Kim,et al.  What drives successful social networking services? A comparative analysis of user acceptance of Facebook and Twitter , 2014 .

[70]  Jorge Bacca,et al.  Augmented Reality Trends in Education: A Systematic Review of Research and Applications , 2014, J. Educ. Technol. Soc..

[71]  Markus Hummel,et al.  Personality Traits of Scrum Roles in Agile Software Development Teams - A Qualitative Analysis , 2015, ECIS.

[72]  B. Houlihan Achieving compliance in international anti-doping policy: : An analysis of the 2009 World Anti-Doping Code , 2014 .

[73]  Mark R. Johnson,et al.  Esports consumer perspectives on match-fixing: implications for gambling awareness and game integrity , 2019, International Gambling Studies.

[74]  Nancy K. Lankton,et al.  Technology, Humanness, and Trust: Rethinking Trust in Technology , 2015, J. Assoc. Inf. Syst..

[75]  N. Ntoumanis,et al.  Development of the Attitudes to Moral Decision-making in Youth Sport Questionnaire (AMDYSQ). , 2007 .

[76]  Guillaume Rao,et al.  Optic variables used to judge future ball arrival position in expert and novice soccer players , 2009, Attention, perception & psychophysics.

[77]  Dong Liu,et al.  A meta-analysis of the relationship of academic performance and Social Network Site use among adolescents and young adults , 2017, Comput. Hum. Behav..

[78]  M. D. Myers,et al.  Qualitative Research in Business & Management , 2008 .

[79]  Wei Peng,et al.  The Contributions of Perceived Graphic and Enactive Realism to Enjoyment and Engagement in Active Video Games , 2015, Int. J. Technol. Hum. Interact..

[80]  M. Capella,et al.  The Gamification of Advertising: Analysis and Research Directions of In-Game Advertising, Advergames, and Advertising in Social Network Games , 2013 .

[81]  C. Shapiro,et al.  Systems Competition and Network Effects , 1994 .

[82]  ThatcherJason Bennett,et al.  Trust in a specific technology , 2011 .

[83]  Jos van Hillegersberg,et al.  Sports Digitalization: A Review and A Research Agenda , 2017, ICIS.

[84]  P. Rauschnabel Virtually enhancing the real world with holograms: An exploration of expected gratifications of using augmented reality smart glasses , 2018 .

[85]  M. Banusree MIXED REALITY , 2016 .

[86]  Tim J Gabbett,et al.  The athlete monitoring cycle: a practical guide to interpreting and applying training monitoring data , 2017, British Journal of Sports Medicine.

[87]  Jae Young Choi,et al.  The adoption of virtual reality devices: The technology acceptance model integrating enjoyment, social interaction, and strength of the social ties , 2019, Telematics Informatics.

[88]  Justus Haucap,et al.  Google, Facebook, Amazon, eBay: Is the Internet driving competition or market monopolization? , 2014 .

[89]  Rupak Rauniar,et al.  Technology acceptance model (TAM) and social media usage: an empirical study on Facebook , 2014, J. Enterp. Inf. Manag..

[90]  Carlos Flavián,et al.  The impact of virtual, augmented and mixed reality technologies on the customer experience , 2019, Journal of Business Research.

[91]  Shu-Sheng Liaw,et al.  Exploring learner acceptance of the use of virtual reality in medical education: a case study of desktop and projection-based display systems , 2016, Interact. Learn. Environ..

[92]  David Gefen,et al.  The role of privacy assurance mechanisms in building trust and the moderating role of privacy concern , 2015, Eur. J. Inf. Syst..