Abstract

Purpose: The main aim of this study was to investigate the use of Virtual Reality and AugmentedReality in enhancing the sports viewing experience.Methodology: The study adopted a desktop research methodology. Desk research refers to secondarydata or that which can be collected without fieldwork. Desk research is basically involved in collectingdata from existing resources hence it is often considered a low cost technique as compared to fieldresearch, as the main cost is involved in executive’s time, telephone charges and directories. Thus, thestudy relied on already published studies, reports and statistics. This secondary data was easilyaccessed through the online journals and library.Findings: The findings revealed that there exists a contextual and methodological gap relating to theuse of Virtual Reality and Augmented Reality in enhancing the sports viewing experience. Preliminaryempirical review revealed that both Virtual Reality (VR) and Augmented Reality (AR) have a profoundpositive impact on the sports viewing experience. VR offers fans the opportunity to be virtually presentat sporting events, providing an unparalleled level of immersion, personalization, and interactivity.This heightened engagement contributes significantly to fan satisfaction and a deeper emotionalconnection to the game. In light of the consistent and compelling findings, it is clear that VR and ARare not just novelties but powerful tools that can shape the future of sports viewing. Sportsorganizations, broadcasters, and marketers should continue to invest in and explore these technologiesto meet the evolving expectations of fans, elevate the viewing experience, and unlock newopportunities for revenue generation.Unique Contribution to Theory, Practice and Policy: The Uses and Gratifications theory,Technology Acceptance Model (TAM) and the Flow theory may be used to anchor future studies onthe use of Virtual Reality and Augmented Reality in enhancing the sports viewing experience. Thestudy recommended that sports organizations and broadcasters to embrace and invest in Virtual Reality(VR) and Augmented Reality (AR) technologies to create immersive and interactive sports viewingexperiences; fan education and training on how to use VR and AR applications should be a priority.Many potential users may be unfamiliar with these technologies, and clear instructions and tutorialsshould be provided to enhance user adoption and for continuous innovation and improvement in VRand AR content and technology are essential. This includes refining the quality of VR headsets andAR devices, enhancing the realism of simulations, and developing new applications and features thatcater to specific sports and fan preferences.

Full Text
Published version (Free)

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call