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

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