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Publication Detailed Description
2020 Global Marketing Conference at Seoul Proceedings
Year (definitive publication)
2020
Language
English
Country
Republic of Korea
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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).
Acknowledgements
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Keywords
Virtual reality,Extended tam,Sports marketing,Football
Fields of Science and Technology Classification
- Economics and Business - Social Sciences
Funding Records
Funding Reference | Funding Entity |
---|---|
UID/GES/00315/2013 | Fundação para a Ciência e a Tecnologia |
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