Abstract

The purpose of this study was to examine the popularity of screen golf, golf played using an indoor golf simulator, in Korea and to further explore its sociocultural significance. This study conducted a case study in which purposeful sampling was employed to recruit 15 participants. The results revealed that screen golf was popular in Korea because its facilities were easier to access; screen golf centers were found at convenient locations, and screen golf was more affordable than playing golf at the golf course. The combination of screen golf and the bang culture that is particular to Koreans has led them to accept the former as a familiar space for leisure activities. The results further revealed that screen sport has sociocultural significance in that its considerable popularity has led to the integration of virtual reality (VR) sports into daily life, thus making the division between sports and games less evident. Golf, a sport once considered as being an exclusive hobby for rich elites, has become popular among the general public, destroying the hierarchal notion that some sports harbor. This is meaningful as screen golf has played the role of an agent for sport socialization, encouraging people to participate in golf even on a course, unlike any other VR sport. Furthermore, this pastime has secured its position as a subculture in and of itself, becoming popular throughout the world.

Highlights

  • The onset of the coronavirus pandemic in 2020 led to the closure of borders between countries and restricted movement throughout the world

  • The purpose of this study is to explore the popularity of screen golf, which is golf played by using an indoor golf simulator, in Korea and its sociocultural meaning

  • Each case refers to an event, course, program, or group of persons [18] employed to understand how social facts revealed from the case should be interpreted and to further understand the meaning, perspective, and/or intention of participants when they act in the given social context [19]

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Summary

Introduction

The onset of the coronavirus pandemic in 2020 led to the closure of borders between countries and restricted movement throughout the world. Most major international sports events were cancelled or postponed, including the Olympic Games. These measures affected sports markets adversely and deprived sports players and others in the industry of an income. This is clearly illustrated in a report on the size of losses that the sports industry bore. Sports facilities and service providers were adversely affected as they struggled to retain their members, which, in turn, made it difficult for them to meet their expenses and eventually, some businesses had to temporarily or permanently close down [2]

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