研究生: |
張家榮 Chang, Chia-Jung |
---|---|
論文名稱: |
新冠肺炎疫情下美國職業籃球聯盟球迷觀賞行為之研究 Fan Behavior for Watching NBA Games during the COVID-19 Pandemic |
指導教授: |
陳美燕
Chen, Mei-Yen |
口試委員: |
陳龍弘
Chen, Lung-Hung 林文斌 Lin, Wen-Ben 葉允棋 Yeh, Yun-Ci 呂宛蓁 Lu, Wan-Chen |
口試日期: | 2021/06/12 |
學位類別: |
博士 Doctor |
系所名稱: |
運動休閒與餐旅管理研究所 Graduate Institute of Sport, Leisure and Hospitality Management |
論文出版年: | 2021 |
畢業學年度: | 109 |
語文別: | 中文 |
論文頁數: | 102 |
中文關鍵詞: | 職業運動 、科技接受模式 、科技準備接受模式 、社會臨場感 、消費者行為 |
英文關鍵詞: | Professional sports, TAM, TRAM, Social presence, Customer behavior |
研究方法: | 結構方程模型 、 多元階層迴歸分析 |
DOI URL: | http://doi.org/10.6345/NTNU202100985 |
論文種類: | 學術論文 |
相關次數: | 點閱:187 下載:38 |
分享至: |
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報 |
近年職業運動因網路科技發達,從過去著重屬地主義的主場經營,逐漸轉向為非在地的全球市場經營,2020年新冠肺炎疫情爆發迫使運動賽事閉館進行,更加速職業運動去疆域化的發展方向。球迷支持行動的方式也從過去買票進場到遠距觀賞賽事轉播,在此變化下球迷行為的影響機制值得學者關注。本研究目的是以美國職業籃球聯盟 與微軟合作的Microsoft Teams使用者為對象,驗證科技準備接受模式在球迷透過Microsoft Teams中的Together Mode功能觀賞賽事的情境中之適配程度,並進一步加入社會臨場感探討各變項對使用意圖之解釋力。研究工具包含科技準備接受模式量表、社會臨場感與人口統計變項組成的問卷,於Amazon Mturk網路平台發放,蒐集效問卷499份。資料處理分析以描述性統計、驗證性因素分析、結構方程式、階層迴歸分析等方法進行。研究結果:(1) 使用Microsoft Teams以男性居多、年齡集中於21-40 歲、服務業及科技業佔大多數。(2) 科技準備接受模式在球迷使用Microsoft Teams觀賞賽事的情境中具備良好的適配程度。(3) 除科技準備度對知有用性無顯著影響效果,其他科技準備接受模式路徑皆達顯著正向影響。(4) 科技準備度之樂觀性、創新性、社會臨場感、認知有用性、認知易用性,均能顯著解釋球迷使用意圖。除了驗證科技準備接受模式在職業運動情境的適用性,探討球迷在新冠肺炎疫情下以虛擬觀眾形式觀賞賽事之考量,建議職業運動結合科技產品的目標市場應著重科技準備度特性,產品開發、行銷上也應首先著重身歷其境、實際有用的功能,以提高球迷使用意圖,提出相關理論及實務意涵。
With the rapid growth of the internet technology, professional sports have gradually shifted from franchise to international market. The COVID-19 outbreak in 2020 has forced challenging decisions for the sports-event industry. Most of sport events have been canceled or held behind closed door. Sport fans has also changed their behaviors from buying tickets to watching live broadcast on internet. The purpose of this study was to obtain a deeper understanding about fan behavior by using Together Mode in Microsoft Teams App in NBA events. The research tool included a questionnaire consisting of a TRAM, social presence scale and demographic variables, which were distributed on the Amazon Mturk web platform and a total of 499 valid responses were collected. Descriptive statistics, confirmatory factor analysis, SEM technique and hierarchical regression analysis were used to examine the research model. The results of this study reveals that: (1) Most Microsoft Teams users were male, aged between 21-40 years old, and concentrated in service and technology industry. (2) The TRAM model has good fit in the situation of fans using Microsoft Teams to watch NBA games. (3) There’re significant positive relationships between all factors of TRAM, except for the path of technology readiness to perceived usefulness. (4) The optimism, innovation, social presence, perceived usefulness, and perceived ease of use can all significantly explain the using intention. Therefore, we can adopt TRAM model on the professional sports field to discuss how virtual audience works in watching sports events. It’s suggested that the target market of professional sports should focus on features of technological readiness, and product development should focus on practical functions to increase fans’ using intention, and relevant theoretical and practical implications are discussed.
尤麗媛 (2008)。運動全球化:去疆域化與再疆域化的辯證關係 (未出版碩士論文)。國立中山大學,高雄市。
方世榮、許秋萍 (2005)。科技型與人際型服務接觸對關係利益的影響。管理評論,24(2),53-76。
方怡潔、王俊人 (2019)。中華職棒觀眾進場觀賽之因素分析。大專體育學刊,21(2),97-109。
方杰、張敏強、邱皓政 (2012)。中介效應的檢驗方法和效果量測量:回顧與展望。心理發展與教育, 28(1),105-111。
王建興、黃國軒 (2015)。中華職棒更換轉播權及增設轉播平台之影響。中華體育季刊,29(1),19-28。
任維廉、呂堂榮、劉柏廷 (2009)。科技接受行為模式之整合分析-三個主要模式之比較。資管評論,15(1),101-138。
吳東安、徐世同、張志成 (2018)。建構職棒球迷的行為忠誠模式-儀式化行為的情緒反應觀點。體育學報,51(1),85-106。
吳勤榮、詹詠誠、徐茂洲 (2019)。以科技接受準備模式探討心率偵測手環使用意圖之研究。臺灣體育運動管理學報,19(1),31-62。
吳慧卿、黃薇伊 (2020)。以科技接受模式探討使用App觀賞運動賽事消費者之行為意圖。體育學報,53(1),75-94。
吳禮釧 (2005)。全球化潮流下美國國家籃球協會 (NBA) 發展及其在台灣影響之研究 (未出版碩士論文)。國立屏東師範學院,屏東縣。
李春麟、方文昌 (2013)。科技接受模式再探討:整合資訊科技外部變數之論點。企業管理學報,97,1-37。
呂宛蓁、鄭志富 (2008)。職棒觀眾觀賞行為意圖模式之研究。大專體育學刊,10(3), 57-71。
呂宛蓁、蕭嘉惠、許振明、曹校章、王學中 (2012)。臺灣體育運動學術研究的共同方法變異。大專體育學刊,14(4),419-427。
林伯修 (2004)。美日臺職棒球團屬地權經營之跨文化比較分析 (未出版博士論文)。國立臺灣師範大學,臺北市。
林秉毅 (2013)。媒體傳播在世界運動裡的正反力量。屏東教大運動科學學刊,8,83-91。
林俊昇、林政佑、周恩頤 (2016)。服務體驗管理:亞洲文獻回顧與未來研究方向。臺大管理論叢,26(2),303-352。
柯佳英、黃勇仁、張興亞 (2012)。從科技準備度探討使用者接受度之影響:以行動裝置服務為例 (未出版碩士論文)。樹德科技大學,高雄市。
洪佳君、張家榮、陳美燕 (2020)。科技始終來自人性:智慧科技於運動健身業之應用。體育學報,53(2),215-233。
洪新原、梁定澎、張嘉銘 (2005)。科技接受模式之彙總研究。資訊管理學報,12(4),211-234。
徐欽祥、曾智檉、何篤光 (2013)。以科技接受模式和資訊系統成功模式探討大專運動會官網使用意圖。休閒運動保健學報,5,9-23。
高俊雄 (2020)。臺灣體育運動因應全球新冠疫情之策略與產業政策。臺灣體育運動管理學報,20(2),113-132。
教育部體育署 (2020)。運動產業紓困振興計畫。取自運動產業紓困振興專區 https://rev.sa.gov.tw/COVID19/solution.html
許力云、牟鍾福 (2018)。以科技接受模式、創新擴散探討 Nike^+ Running App的使用行為。休閒保健期刊,20,17-49。
許建民 (2017)。SBL現場觀賞刺激來源量表發展與驗證。體育學報,50(1),83-94。
郭姿吟、戴維佑、邵于玲 (2017)。在地人挺在地球隊:地方認同對地方依附與球隊認同關係之調節效果。臺灣體育運動管理學報,17(1),47-69。
郭哲君、林俊佑、林宜萱 (2012)。以「城市」之名-論屬地權與職業運動經營之關係。運動管理,15,11-23。
陳光宗、施致平 (2014)。科技接受模式於體育運動之應用探討。中華體育季刊, 28(3),187-194。
陳成業 (2016)。觀賞性運動賽會服務品質: 量表發展與驗證。體育學報,49(2),195-207。
遊研社 (2020年7月28日)。NBA和微軟合作,將觀眾的虛擬形象帶到了籃球賽場。每日頭條。取自https://kknews.cc/sports/5jv4j43.html
曾思儒 (2020年10月19日)。P聯盟/熱身賽漂亮開局 收視、票房創佳績。聯合報。取自https://udn.com/news/story/7003/4946865
彭台光、高月慈、林鉦棽 (2006)。管理研究中的共同方法變異:問題本質、影響、測試和補救。管理學報,23(1),77-98。
彭國芳、柯怡婷、謝翠娟 (2011)。線上傢俱業品牌權益之研究-社會臨場感與網路正面口碑之效應。資訊管理研究,11,23-42。
詹文男、李震華、周維忠、王義智、數位轉型研究團隊 (2020)。數位轉型力。臺北市:商業週刊。
樓永堅、曾威智 (2016)。以後設分析法探討科技接受模式之研究。科技管理學刊,21(2),1-28。
戴佑宏、鄭志富 (2013)。家的感覺-球隊認同與主場意識關係之探討。休閒與社會研究,8,103-115。
Abeza, G., O’Reilly, N., & Seguin, B. (2019). Social media in relationship marketing: The perspective of professional sport managers in the MLB, NBA, NFL, and NHL. Communication and Sport, 7(1), 80-109.
Abeza, G., O’Reilly, N., Seguin, B., & Nzindukiyimana, O. (2017). Social media as a relationship marketing tool in professional sport: A netnographical exploration. International Journal of Sport Communication, 10(3), 325-358.
Acheampong, P., Zhiwen, L., Antwi, H. A., Otoo, A. A. A., Mensah, W. G., & Sarpong, P. B. (2017). Hybridizing an extended technology readiness index with technology acceptance model (TAM) to predict e-payment adoption in Ghana. American Journal of Multidisciplinary Research, 5(2), 172-184.
Agarwal, R., & Prasad, J. (1999). Are individual differences germane to the acceptance of new information technologies? Decision Sciences, 30(2), 361-391.
Aulakh, P. S., & Gencturk, E. F. (2000). International principal–agent relationships: Control, governance and performance. Industrial Marketing Management, 29(6), 521-538.
Bagozzi, R. P. & Yi, Y. (1988). On the evaluation of structural equation models. Academic of Marketing Science, 16, 76-94.
Baker, S. R., Bloom, N., Davis, S. J., Kost, K., Sammon, M., & Viratyosin, T. (2020). The unprecedented stock market reaction to COVID-19. The Review of Asset Pricing Studies, 10(4), 742-758.
Bas, D., Martin, M., Pollack, C., & Venne, R. (2020). The impact of COVID-19 on sport, physical activity and well-being and its effects on social development. Division for Inclusive Social Development in UN DESA. Retrieved from https://www.un.org/development/desa/dspd/2020/05/covid-19-sport/
Bauer, H. H., Stokburger-Sauer, N. E., & Exler, S. (2008). Brand image and fan loyalty in professional team sport: A refined model and empirical assessment. Journal of Sport Management, 22, 205-226.
Baumgartner and C., Homburg (1996). Applications of Structural Equation Modeling in Marketing and Consumer Research: a review. International Journal of Research in Marketing, 13(2), 139-161.
Ben-Haim, Y., & Demertzis, M. (2016). Decision making in times of Knightian uncertainty: An info-gap perspective. Economics: The Open-Access, Open-Assessment E-Journal, 10(2016-23), 1-30.
Berger, S. C. (2009). Self‐service technology for sales purposes in branch banking. International Journal of Bank Marketing, 27(7), 488-505.
Beverland, M. B., Farrelly, F., & Quester, P. G. (2010). Authentic subcultural membership: Antecedents and consequences of authenticating acts and authoritative performances. Psychology & Marketing, 27(7), 698-716.
Blinebury, F. (2016). Basketball has become part of the Chinese culture. Retrieved from www.nba.com/ article/2016/10/07/nba-and-china-growing-relationship
Buhrmester, M, Kwang, T., & Gosling, S. D. (2016). Amazon's Mechanical Turk: A new source of inexpensive, yet high-quality, data? Perspectives on Psychological Science. 6(1), 3-5.
Byun, H., Chiu, W., & Bae, J. S. (2018). Exploring the adoption of sports brand apps: An application of the modified technology acceptance model. International Journal of Asian Business and Information Management, 9, 52-65.
Canhoto, A. I., & Arp, S. (2017). Exploring the factors that support adoption and sustained use of health and fitness wearables. Journal of Marketing Management, 33(1/2), 32-60.
Cardinale, M., & Varley, M. C. (2017). Wearable training-monitoring technology: Applications, challenges, and opportunities. International Journal of Sports Physiology and Performance, 12(s2), S2-55.
Chan-Olmsted, S., & Xiao, M. (2019). Smart Sports Fans: Factors Influencing Sport Consumption on Smartphones. Sport Marketing Quarterly, 28(4), 181-194.
Chen, M. F., & Lin, N. P. (2018). Incorporation of health consciousness into the technology readiness and acceptance model to predict app download and usage intentions. Internet Research, 28(2), 351-372.
Cheng, C. F., Chen, L. H., Chen, M. Y., & Lu, W. C. (2012). Fan participation behaviour in baseball: An application of the theory of planned behaviour. International Journal of Sports Marketing and Sponsorship, 12(1), 22-33.
Chin, W. W. (1998). The partial least squares approach to structural equation modeling. Modern methods for business research, 295(2), 295-336.
Chung, N., Han, H., & Joun, Y. (2015). Tourists’ intention to visit a destination: The role of augmented reality (AR) application for a heritage site. Computers in Human Behavior, 50, 588–599.
Cording, J. (2020). How COVID-19 is transforming the fitness industry. Retrieved from https://www.forbes.com/sites/jesscording/2020/07/13/covid-19-transforming-fitness-industry/?sh=2169f32e30a7
Cortez, R. M., & Johnston, W. J. (2020). The Coronavirus crisis in B2B settings: Crisis uniqueness and managerial implications based on social exchange theory. Industrial Marketing Management, 88, 125-135.
Davis, F. D. (1985). A technology acceptance model for empirically testing new end-user information systems: Theory and results (Doctoral dissertation, Massachusetts Institute of Technology).
Davis, F. D., Bagozzi, R. P., & Warshaw, P. R. (1989). User acceptance of computer technology: A comparison of two theoretical models. Management Science, 35(8), 982-1003.
Dilger, A., & Vischer, L. (2020). No home bias in ghost games (Discussion Paper of the Institute for Organisational Economics 07/2020). Retrieved from University of Münster, http://dx.doi.org/10.2139/ssrn.3674876
Doyle, J. P., Lock, D., Funk, D. C., Filo, K., & McDonald, H. (2017). I was there from the start: The identity-maintenance strategies used by fans to combat the threat of losing. Sport Management Review, 20(2), 184-197.
Drewes, M., Daumann, F., & Follert, F. (2020). Exploring the sports economic impact of COVID-19 on professional soccer. Soccer & Society, 2(1-2), 125-137.
Ehrlich, J. A., Ghimire, S., Khraiche, M., & Raza, M. F. (2020). COVID-19 countermeasures, sporting events, and the financial impacts to the North American leagues. Managerial Finance, 47(6), 887-895.
Fischer, K., & Haucap, J. (2020). Does crowd support drive the home advantage in professional soccer? Evidence from German ghost games during the COVID-19 pandemic (DICE Discussion Papers 344). Retrieved from University of Düsseldorf, https://ssrn.com/abstract=3697062
Fisk, R. P., Patricio, L., Lin, J. S. C., & Chang, H. C. (2011). The role of technology readiness in self‐service technology acceptance. Managing Service Quality: An International Journal, 21(4), 424-444.
Fister, I., Rauter, S., Yang, X. S., Ljubič, K., & Fister Jr, I. (2015). Planning the sports training sessions with the bat algorithm. Neurocomputing, 149, 993-1002.
Fornell, C., & Larcker, D. F. (1981). Evaluating structural equation models with unobservable variables and measurement error. Journal of Marketing Research, 18(1), 39-50.
Futterman, M., Draper, K., Belson, K., & Blinder, A. (2020). The financial blow of the coronavirus on sports. The New York Times. Retrieved from https://www.nytimes.com/2020/03/14/sports/sports-coronavirus-impact.html
Gammon, S., & Ramshaw, G. (2020). Distancing from the present: Nostalgia and leisure in lockdown. Leisure Sciences, 43(1-2), 131-137.
Gefen, D., & Straub, D. W. (1997). Gender differences in the perception and use of e-mail: An extension of the technology acceptance model. MIS Quarterly, 21(3), 389-400.
Gefen, D., & Straub, D. W. (2000). The relative importance of perceived ease of use in IS acceptance: A study of e-commerce acceptance. Journal of the Association for Information, 1(8), 1-28.
Gefen, D., & Straub, D. W. (2003). Managing user trust in B2C e-Services. e- Service Journal, 2(2), 7-24.
Gilat, R., & Cole, B. J. (2020). COVID-19, medicine, and sports. Arthroscopy, Sports Medicine, and Rehabilitation, 2(3), 175-176.
Godoe, P., & Johansen, T. (2012). Understanding adoption of new technologies: Technology readiness and technology acceptance as an integrated concept. Journal of European Psychology Students, 3(1), 38-52.
Goebert, C., & Greenhalgh, G. P. (2020). A new reality: fan perceptions of augmented reality readiness in sport marketing. Computers in Human Behavior, 106, 106231.
Goodhue, D. L., & Thompson, R. L. (1995). Task-technology fit and individual performance. MIS Quarterly,19(2), 213-236.
Google (2020). Smart commerce study. Retrieved from https://drive.google.com/file/d/1Y16pWMzNFXD4HCn7jRHCjdkeMd0150Ya/view
Gunawardena, C. N., & Zittle, F. J. (1997). Social presence as a predictor of satisfaction within a computer‐mediated conferencing environment. American Journal of Distance Education, 11(3), 8-26.
Ha, J. P., Kang, S. J., & Ha, J. (2015). A conceptual framework for the adoption of smartphones in a sports context. International Journal of Sports Marketing & Sponsorship, 16(3), 2-19.
Hair, J. F., Black, W. C., Babin, B. J. & Anderson, R. E. (2010). Multivariate data analysis (7thed.) Upper Saddle River, NJ: Prentice Hall.
Hansen, H., & Gauthier, R. (1989). Factors affecting attendance at professional sport events. Journal of Sport Management, 3(1), 15-32.
Hassanein, K., & Head, M. (2007). Manipulating perceived social presence through the web interface and its impact on attitude towards online shopping. International Journal of Human-Computer Studies, 65(8), 689-708.
He, H., & Harris, L. (2020). The Impact of COVID-19 Pandemic on Corporate Social Responsibility and Marketing Philosophy. Journal of Business Research, 116, 176-182.
Heeter, C. (1995). Communication research on consumer VR. Communication in the Age of Virtual Reality, 1, 191-218.
Highfield, T., Harrington, S., & Bruns, A. (2013). Twitter as a technology for audiencing and fandom: The Eurovision phenomenon. Information, Communication & Society, 16(3), 315-339.
HM Government. (2020). Our plan to rebuild: the UK government’s COVID-19 recovery strategy. London, England: HM Government.
Horky, T. (2021). No sports, no spectators–no media, no money? The importance of spectators and broadcasting for professional sports during COVID-19. Soccer & Society, 22(1-2), 96-102.
Houlihan Lokey (2020). Sports Industry Considerations. Retrieved from http://cdn.hl.com/pdf/2020/sports-industry-considerations-summer-2020-orig.pdf
Howell, S. M., Klenosky, D. B., & McEvoy, C. D. (2015). Weather, timing, and promotions in Minor League Baseball: An examination of attendance in the International League. Journal of Applied Sport Management, 7(2), 9.
Hu, L., & Bentler, P. M. (1999). Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives. Structural Equation Modeling, 6(1), 1-55.
Hur, Y., Ko, Y. J., & Claussen, C. L. (2012). Determinants of using sports web portals: An empirical examination of the sport website acceptance model. International Journal of Sports Marketing & Sponsorship, 13(3), 6-25.
Hyatt, C. G., & Foster, W. M. (2015). Using identity work theory to understand the de-escalation of fandom: A study of former fans of National Hockey League teams. Journal of Sport Management, 29(4), 443-460.
Ibrahim, H. (2014). Technology acceptance model: Extension to sport consumption. Procedia Engineering, 69, 1534-1540.
Independent Evaluation Group (2020). Insights for a Rapidly Changing World: IEG 2020 Annual Report. World Bank, Washington, DC. World Bank. Retrieved from https://openknowledge.worldbank.org/handle/10986/34711.
Ingerson, L., Naraine, M. L., Agha, N., & Pedroza, D. J. (2020). California streamin’: Developing an integrated social media strategy to attract fans to a new streaming app. Case Studies in Sport Management, 9(S1), S13-S19.
Johns, M. D. (2012). Two screen viewing and social relationships: Exploring the invisible backchannel of TV viewing. In F. Sudweeks (Ed.), Proceedings cultural attitudes towards technology and communication (pp. 333-343). Perth, Australia: Murdoch University.
Karahanna, E., Straub, D. W., (1999). The psychological origins of perceived usefulness and perceived ease-of-use. Information & Management, (35), 237-250.
Karpińska-Krakowiak, M. (2014). Consumers, play and communitas-an anthropological view on building consumer involvement on a mass scale. Polish Sociological Review, 187(3), 317-331.
Keaton, S. A., & Gearhart, C. C. (2014). Identity formation, identity strength, and self-categorization as predictors of affective and psychological outcomes: A model reflecting sport team fans’ responses to highlights and lowlights of a college football season. Communication & Sport, 2(4), 363-385.
Kirk, C. P., & Rifkin, L. S. (2020). I'll trade you diamonds for toilet paper: Consumer reacting, coping and adapting behaviors in the COVID-19 pandemic. Journal of Business Research, 117, 124-131.
Kim, T., & Chiu, W. (2019). Consumer acceptance of sports wearable technology: The role of technology readiness. International Journal of Sports Marketing & Sponsorship, 20(1), 109-126.
Kline, R. B. (2015). Principles and practice of structural equation modeling (4th ed.). New York, NY: Guilford Publications.
Kotler, P. (2016). A framework for marketing management. London, England: Pearson Education Limited.
Kraus, S., Clauss, T., Breier, M., Gast, J., Zardini, A., & Tiberius, V. (2020). The economics of COVID-19: Initial empirical evidence on how family firms in five European countries cope with the corona crisis. International Journal of Entrepreneurial Behavior & Research, 26(5), 1067-1092.
Kwak, D. H., & McDaniel, S. R. (2011). Using an extended technology acceptance model in exploring antecedents to adopting fantasy sports league websites. International Journal of Sports Marketing & Sponsorship, 12(3), 43-56.
Lee, W. I., Chiu, Y. T., Liu, C. C., & Chen, C. Y. (2011). Assessing the effects of consumer involvement and service quality in a self‐service setting. Human Factors and Ergonomics in Manufacturing & Service Industries, 21(5), 504-515.
Lee, Y., Kozar, K. A., & Larsen, K. R. T. (2003). The technology acceptance model: Past, present, and future. Communications of the Association for Information Systems, 12(50), 752-780.
Leng, H. K., & Phua, Y. X. P. (2020). Athletes as role models during the COVID-19 pandemic. Managing Sport and Leisure, 1-5. https://doi.org/10.1080/23750472.2020.1762330
Li, B., Dittmore, S. W., & Scott, O. K. (2017). Points of attachment on social media: exploring similarities and differences between Chinese and Western National Basketball Association fans. Asia Pacific Journal of Sport and Social Science, 6(3), 201-215.
Lim, J. S., Hwang, Y., Kim, S., & Biocca, F. A. (2015). How social media engagement leads to sports channel loyalty: Mediating roles of social presence and channel commitment. Computers in Human Behavior, 46, 158-167.
Lin, C. H., Shih, H. Y., & Sher, P. J. (2007). Integrating technology readiness into technology acceptance: The TRAM model. Psychology & Marketing, 24(7), 641-657.
Lis, A., & Tomanek, M. (2020). Sport management: Thematic mapping of the research field. Journal of Physical Education and Sport, 20, 1201-1208.
Liverpool FC. (2018, July 25). Reds fans to score at the Kop in world-first VR experience. Retrieved from https://www.liverpoolfc.com/news/announcements/308852-reds-fans-to-score-at-the-kop-in-world-first-vr-experience.
Ludvigsen, J. A. L., & Hayton, J. W. (2020). Toward COVID-19 secure events: Considerations for organizing the safe resumption of major sporting events. Managing Sport and Leisure, 1-11. https://doi.org/10.1080/23750472.2020.1782252
Maguire, J. A., Jarvie, G., Bradley, J., & Mansfield, L. (2002). Sport worlds: A sociological perspective. Champaign, IL: Human Kinetics Publishers.
Meng, J., Elliott, K. M., & Hall, M. C. (2009). Technology readiness index (TRI): Assessing cross-cultural validity. Journal of International Consumer Marketing, 22(1), 19-31.
Meuter, M. L., Ostrom, A. L., Bitner, M. J., & Roundtree, R. (2003). The influence of technology anxiety on consumer use and experiences with self-service technologies. Journal of Business Research, 56(11), 899-906.
Meuter, M. L., Bitner, M. J., Ostrom, A. L., & Brown, S. W. (2005). Choosing among alternative service delivery modes: An investigation of customer trial of self-service technologies. Journal of Marketing, 69(2), 61-83.
Miah, A., Fenton, A., & Chadwick, S. (2020). Virtual reality and sports: The rise of mixed, augmented, immersive, and esports experiences. In Schmidt, S. L., 21st Century Sports (pp. 249-262). Cham, Switzerland: Springer.
Miranda, F. J., Chamoro, A., Rubio, S., & Rodriguez, O. (2014). Professional sports teams on social networks: A comparative study employing Facebook assessment index. International Journal of Sports Communication, 7(1), 74-89.
Moon, J. W., & Kim, Y. G. (2001). Extending the TAM for a world-wide-web context. Information & Management, 38(4), 217-230.
Moon, J. H., Kim, E., Choi, S. M., & Sung, Y. (2013). Keep the social in social media: The role of social interaction in avatar-based virtual shopping. Journal of Interactive Advertising, 13(1), 14-26.
Moore, C. (2002). The new heart of your brand: Transforming your business through customer experience. Design Management Journal (Former Series), 13(1), 39-48.
Nicola, M., Alsafi, Z., Sohrabi, C., Kerwan, A., Al-Jabir, A., Iosifidis, C., ... & Agha, R. (2020). The socio-economic implications of the coronavirus and COVID-19 pandemic: a review. International Journal of Surgery, 8, 185-193.
Novelli, D., Drury, J., Reicher, S., & Stott, C. (2013). Crowdedness mediates the effect of social identification on positive emotion in a crowd: A survey of two crowd events. PloS one, 8(11), e78983.
Ogonowski, A., Montandon, A., Botha, E., & Reyneke, M. (2014). Should new online stores invest in social presence elements? The effect of social presence on initial trust formation. Journal of Retailing and Consumer Services, 21(4), 482-491.
Oh, C. S., Bailenson, J. N., & Welch, G. F. (2018). A systematic review of social presence: Definition, antecedents, and implications. Frontiers in Robotics and AI, 5, 114.
Parasuraman, A. (2000). Technology Readiness Index (TRI) a multiple-item scale to measure readiness to embrace new technologies. Journal of Service Research, 2(4), 307-320.
Parasuraman, A., & Colby, C. L. (2015). An updated and streamlined technology readiness index: TRI 2.0. Journal of Service Research, 18(1), 59-74.
Parasuraman, A., & Colby, C. L. (2007). Techno-ready marketing: How and why your customers adopt technology. New York, NY: Free Press.
Parnell, D., Widdop, P., Bond, A., & Wilson, R. (2020). COVID-19, networks and sport. Managing Sport and Leisure, 1-7. https://doi.org/10.1080/23750472.2020.1750100.
Pirker, J. (2020). Video games, technology, and sport: The future is interactive, immersive, and adaptive. In Schmidt, S. L., 21st Century Sports (pp. 263-273). Cham, Switzerland: Springer.
Prior, E. (2013). Do Man Utd really have 659m supporters? BBC News. Retrieved from https://www.bbc.com/news/magazine-21478857
Pu, H., & James, J. (2017). The distant fan segment: Exploring motives and psychological connection of international national basketball association fans. International Journal of Sports Marketing and Sponsorship, 18(4), 418-438.
Qi, W. (2019). A design exploration of intelligent wearable companion of smartphone for fitness and healthcare. International Journal of Pattern Recognition and Artificial Intelligence, 33(08), 1959023.
Ratten, V. (2020). Coronavirus disease (COVID-19) and sport entrepreneurship. International Journal of Entrepreneurial Behavior & Research, 26(6), 1379-1388.
Ratten, V., & Jones, P. (2020). New challenges in sport entrepreneurship for value creation. International Entrepreneurship and Management Journal, 3, 961-980.
Rice, R. E., & Case, D. (1983). Electronic message systems in the university: A description of use and utility. Journal of Communication, 33(1), 131-152.
Rogers, E. (2003). Diffusion of Innovations (5th ed). New York, NY: Free Press.
Rogers, R., Strudler, K., Decker, A., & Grazulis, A. (2017). Can augmented-reality technology augment the fan experience: A model of enjoyment for sports spectators. Journal of Sports Media, 12(2), 25-44.
Rohaila, M. R., & Fariza, K. (2018). Evaluation of the “e-Daftar” system using the technology acceptance model (TAM). Creative Education, 9(5), 675-686.
Rojas-Méndez, J. I., Parasuraman, A., & Papadopoulos, N. (2017). Demographics, attitudes, and technology readiness. Marketing Intelligence & Planning, 35(1), 18-39.
Sallnäs, E. L. (2005). Effects of communication mode on social presence, virtual presence, and performance in collaborative virtual environments. Presence: Teleoperators & Virtual Environments, 14(4), 434-449.
Schuemie, M. J., Van Der Straaten, P., Krijn, M., & Van Der Mast, C. A. (2001). Research on presence in virtual reality: A survey. CyberPsychology & Behavior, 4(2), 183-201.
Schultz, D. E., & Peltier, J. (2013). Social media’s slippery slope: Challenges, opportunities and future research directions. Journal of Research in Interactive Marketing, 7, 86-99.
Schumacker, R. E., & Lomax, R. G. (2010). A beginner’s guide to SEM. New York, NY: Routledge.
Seo, W. J., Green, B. C., Ko, Y. J., Lee, S., & Schenewark, J. (2007). The effect of web cohesion, web commitment, and attitude toward the website on intention to use NFL teams’ websites. Sport Management Review, 10(3), 231-252.
Sharma, P., Leung, T. Y., Kingshott, R. P., Davcik, N. S., & Cardinali, S. (2020). Managing uncertainty during a global pandemic: An international business perspective. Journal of Business Research, 116(1), 188-192.
Shen, J. (2012). Social comparison, social presence, and enjoyment in the acceptance of social shopping websites. Journal of Electronic Commerce Research, 13(3), 198.
Sheptak, R. D., & Menaker, B. E. (2020). When sport event work stopped: Exposure of sport event labor precarity by the COVID-19 pandemic. International Journal of Sport Communication, 13(3), 427-435.
Shields, B., & Rein, I. (2020). Strategies to Reimagine the Stadium Experience. In
Schmidt S.L., 21st Century Sports (pp. 233-248). Cham, Switzerland: Springer.
Short, J., Williams, E., & Christie, B. (1976). The social psychology of telecommunications. New York, NY: John Wiley.
Simmons, J. M., Slavich, M. A., & Stensland, P. J. (2020). The impact of COVID-19 on sport consumers. In Pedersen, P. M., Ruihley, B. J., & Li, B., Sport and the Pandemic (1st ed.). New York, NY: Routledge.
Smith, A. C., & Stewart, B. (2010). The special features of sport: A critical revisit. Sport Management Review, 13(1), 1-13.
Smith, J. A., & Sivo, S. A. (2012). Predicting continued use of online teacher professional development and the influence of social presence and sociability. British Journal of Educational Technology, 43(6), 871-882.
Sproull, L., & Kiesler, S. (1986). Reducing social context cues: Electronic mail in organizational communication. Management Science, 32(11), 1492-1512.
Stavros, C., Meng, M. D., Westberg, K., & Farrelly, F. (2014). Understanding fan motivation for interacting on social media. Sport Management Review, 17(4), 455-469.
Steinfield, C. W. (1986). Computer-mediated communication in an organizational setting: Explaining task-related and socioemotional uses. Annals of the International Communication Association, 9(1), 777-804.
Stevens, S., & Rosenberger, P. J. (2012). The influence of involvement, following sport and fan identification on fan loyalty: An Australian perspective. International Journal of Sports Marketing & Sponsorship, 13(3), 221-235.
Straub, D. W. (1994). The effect of culture on IT diffusion: E-mail and fax in Japan and the US. Information Systems Research, 5(1), 23-47.
Torrez Riley, J. (2012, September). A look at spectator technology: Location-based services and mobile habits of collegiate sports fans. Proceedings of the 14th International Conference on Human-Computer Interaction with Mobile Devices and Services Companion (MobileHCI '12), New York, NY: ACM Press.
Trail, G. T., Anderson, D. F., & Fink, J. S. (2005). Consumer satisfaction and identify theory: A model of sport spectator cognitive loyalty. Sport Marketing Quarterly, 14(2), 98-112.
Tsikriktsis, N. (2004). A technology readiness-based taxonomy of customers: A replication and extension. Journal of Service Research, 7(1), 42-52.
Turner, M., Kitchenham, B., Brereton, P., Charters, S., & Budgen, D. (2010). Does the technology acceptance model predict actual use? A systematic literature review. Information and Software Technology, 52(5), 463-479.
Uhrich, S., & Koenigstorfer, J. (2009). Effects of atmosphere at major sports events: A perspective from environmental psychology. International Journal of Sports Marketing & Sponsorship, 10(4), 56-75.
Venkatesh, V., & Bala, H. (2008). Technology acceptance model 3 and a research agenda on interventions. Decision Sciences, 39(2), 273-315.
Venkatesh, V., & Davis, F. D. (1996). A model of the antecedents of perceived ease of use: Development and test. Decision Sciences, 27(3), 451-481.
Venkatesh, V., & Davis, F. D. (2000). A theoretical extension of the technology acceptance model: Four longitudinal field studies. Management Science, 46(2), 186-204.
Venkatesh, V., Morris, M. G., Davis, G. B., & Davis, F. D. (2003). User acceptance of information technology: Toward a unified view. MIS Quarterly, 27(3), 425-478.
Venkatesh, V., Thong, J. Y., & Xu, X. (2012). Consumer acceptance and use of information technology: extending the unified theory of acceptance and use of technology. MIS Quarterly, 36(1), 157-178.
Victorino, L., Karniouchina, E., & Verma, R. (2009). Exploring the use of the abbreviated technology readiness index for hotel customer segmentation. Cornell Hospitality Quarterly, 50(3), 342-359.
Wakefield, Kirk L., & Hugh J. Sloan. (1995). The effects of team loyalty and selected stadium factors on spectator attendance. Journal of Sport Management, 9(2), 153-172.
Wang, C. C., & Matsuoka, H. (2012). A conceptual framework for understanding the motives of sport spectators in China. Asian Sport Management Review, 5, 155-186.
Wang, Y. D., & Emurian, H. H. (2005). An overview of online trust: Concepts, elements, and implications. Computers in Human Behavior, 21(1), 105-125.
Wann, D. L., Royalty, J. L., & Rochelle, A. R. (2002). Using motivation and team identification to predict sport fans' emotional responses to team performance. Journal of Sport Behavior, 25(2), 207-216.
Weed, M. (2020). The role of the interface of sport and tourism in the response to the COVID-19 pandemic. Journal of Sport Tourism, 24(1), 1-14.
Wiedenbeck, S., & Davis, S. (1997). The influence of interaction style and experience on user perceptions of software packages. International Journal of Human-Computer Studies, 46(5), 563-588.
World Health Organisation. (2020). Who, Coronavirus disease (COVID-19) outbreak. Retrieved from https://www.who.int/emergencies/diseases/novel-coronavirus- 2019
Ye, S., Ying, T., Zhou, L., & Wang, T. (2019). Enhancing customer trust in peer-to-peer accommodation: A “soft” strategy via social presence. International Journal of Hospitality Management, 79, 1-10.
Yoo, Y., Alavi, M. (2001). Media and group cohesion: Relative influences on social presence, task participation, and group consensus. MIS Quarterly, 25(3), 371-390.
Yousafzai, S. Y., Foxall, G. R., & Pallister, J. G. (2007). Technology acceptance: A meta-analysis of the TAM (Part1). Journal of Modeling in Management, 2(3), 251-280.