Please use this identifier to cite or link to this item:
http://hdl.handle.net/10071/22775
Author(s): | Souto, D. Oliveira, P. Loureiro, S. M. C. |
Date: | 2020 |
Title: | Exploring the factors that lead the adoption of virtual reality technologies among football fans |
Pages: | 841 - 842 |
Event title: | 2020 Global Marketing Conference at Seoul |
ISSN: | 1976-8699 |
DOI (Digital Object Identifier): | 10.15444/GMC2020.06.06.02 |
Keywords: | Virtual reality Extended tam Sports marketing Football |
Abstract: | Virtual Reality (VR) applications are growing into an increasing market size, with VR technologies being used in manufacturing, medicine, art, navigation, education and gaming (Loureiro, Guerreiro, Eloy, Langaro & Panchapakesan, 2019). In sports industry, the adoption of VR is still in a very early stage, despite being acknowledged as a promising technology for various applications, among them, improving fans´ experience while watching sports games (Kim & Ko, 2019). |
Peerreviewed: | yes |
Access type: | Open Access |
Appears in Collections: | BRU-CRI - Comunicações a conferências internacionais |
Files in This Item:
File | Size | Format | |
---|---|---|---|
conferenceobject_77479.pdf | 125,25 kB | Adobe PDF | View/Open |
Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.