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A publicação pode ser exportada nos seguintes formatos: referência da APA (American Psychological Association), referência do IEEE (Institute of Electrical and Electronics Engineers), BibTeX e RIS.

Exportar Referência (APA)
Souto, D., Oliveira, P. & Loureiro, S. M. C. (2020). Exploring the factors that lead the adoption of virtual reality technologies among football fans. In 2020 Global Marketing Conference at Seoul Proceedings. (pp. 841-842). Seoul: Global Alliance of Marketing and Management Associations.
Exportar Referência (IEEE)
D. L. Souto et al.,  "Exploring the factors that lead the adoption of virtual reality technologies among football fans", in 2020 Global Marketing Conf. at Seoul Proc., Seoul, Global Alliance of Marketing and Management Associations, 2020, pp. 841-842
Exportar BibTeX
@inproceedings{souto2020_1731964875061,
	author = "Souto, D. and Oliveira, P. and Loureiro, S. M. C.",
	title = "Exploring the factors that lead the adoption of virtual reality technologies among football fans",
	booktitle = "2020 Global Marketing Conference at Seoul Proceedings",
	year = "2020",
	editor = "",
	volume = "",
	number = "",
	series = "",
	doi = "10.15444/GMC2020.06.06.02",
	pages = "841-842",
	publisher = "Global Alliance of Marketing and Management Associations",
	address = "Seoul",
	organization = "GAMMA",
	url = "http://gmcproceedings.net/html/sub3_01.html"
}
Exportar RIS
TY  - CPAPER
TI  - Exploring the factors that lead the adoption of virtual reality technologies among football fans
T2  - 2020 Global Marketing Conference at Seoul Proceedings
AU  - Souto, D.
AU  - Oliveira, P.
AU  - Loureiro, S. M. C.
PY  - 2020
SP  - 841-842
SN  - 1976-8699
DO  - 10.15444/GMC2020.06.06.02
CY  - Seoul
UR  - http://gmcproceedings.net/html/sub3_01.html
AB  - 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). 
ER  -