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The perceived enjoyment, perceived value, and behavioral intention were measured. Data were collected using a convenience sample of 275 virtual golf simulator players. Multiple regression analyses revealed that social presence had a pivotal role in explaining perceived enjoyment, perceived value, and behavioral intention. However, telepresence was not a significant predictor for those variables. Results of simple regression showed that perceived enjoyment was significantly associated with perceived value and behavioral intention. The results also showed that perceived value significantly predicted behavioral intention. The findings imply that the success of virtual golf simulators may be more related to an enhanced sense of socialization with other players, rather than the virtual reality technology itself. <\/jats:p>","DOI":"10.1177\/1461444812464033","type":"journal-article","created":{"date-parts":[[2012,11,27]],"date-time":"2012-11-27T05:05:33Z","timestamp":1353992733000},"page":"930-946","update-policy":"https:\/\/doi.org\/10.1177\/sage-journals-update-policy","source":"Crossref","is-referenced-by-count":136,"title":["Presence in virtual golf simulators: The effects of presence on perceived enjoyment, perceived value, and behavioral intention"],"prefix":"10.1177","volume":"15","author":[{"given":"Hyuck-Gi","family":"Lee","sequence":"first","affiliation":[{"name":"Andong National University, South Korea"}]},{"given":"Sungwon","family":"Chung","sequence":"additional","affiliation":[{"name":"Texas Tech University, USA"}]},{"given":"Won-Hee","family":"Lee","sequence":"additional","affiliation":[{"name":"Kyungpook National University, South Korea"}]}],"member":"179","published-online":{"date-parts":[[2012,11,26]]},"reference":[{"key":"bibr1-1461444812464033","unstructured":"Abraham T (2009) Virtual screens replace greens. 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