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Virtual reality: a new channel in sport consumption

Ania Izabela Rynarzewska (Sports Marketing and Analytics, Mercer University Eugene W Stetson School of Business and Economics, Macon, Georgia, USA)

Journal of Research in Interactive Marketing

ISSN: 2040-7122

Article publication date: 13 November 2018

Issue publication date: 13 November 2018

1837

Abstract

Purpose

The purpose of this study is to determine which factors affect virtual reality (VR) adoption by sports fans. Second, this paper seeks to evaluate consumer expectations of experience as related to introduction of VR. Based on the technology acceptance model, modified for the purpose of this study, and expectancy value theory, it was hypothesized that the frequency of sports-related information consumption, via different media channels, the expected improvement in the consumption of sports related information after adoption and attitude toward VR positively affect the likelihood of adoption.

Design/methodology/approach

The study relied on a quantitative questionnaire design method embedded in Qualtrics online survey tool. In addition, participants were exposed to a 75-s video about VR.

Findings

This study found that attitude toward VR, frequency of sports-related information consumption and expected improvements to information consumption after technology introduction positively affect adoption. The findings encourage adoption of a new channel, as it is likely to improve sports fan experiences related to information seeking and sports service consumption.

Originality/value

This study attempted to explore a relatively untapped area of research in VR usage particularly focusing on sports consumers. Most importantly, this applied study explored whether fans are willing to adopt VR, a relatively new technology that may have a high impact on the sports industry. Finally, this study relied on the modified technology adoption model and attempted to minimize its shortcomings. With that, this study should be viewed as beneficial to both theory and practice.

Keywords

Citation

Rynarzewska, A.I. (2018), "Virtual reality: a new channel in sport consumption", Journal of Research in Interactive Marketing, Vol. 12 No. 4, pp. 472-488. https://doi.org/10.1108/JRIM-02-2018-0028

Publisher

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Emerald Publishing Limited

Copyright © 2018, Emerald Publishing Limited

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