Sequential effects of indirect, direct, and virtual sport experiences on consumer learning
Year of publication: |
2021
|
---|---|
Authors: | Kim, Yongjae ; Lee, Seungbum ; Lee, Younghan |
Published in: |
Sport marketing quarterly : preferred journal of the Sport Marketing Association. - Morgantown, W Va. : Fitness Information Technology Inc., ISSN 1061-6934, ZDB-ID 1180282-0. - Vol. 30.2021, 3, p. 235-246
|
Subject: | esports | consumer learning | virtual experience | sequential effects | integrated information response model | sport video games | Lernprozess | Learning process | Computerspiel | Video game | Konsumentenverhalten | Consumer behaviour | Sport | Sports | Sportmarketing | Sports marketing | Virtuelle Realität | Virtual reality | Experiment | E-Learning | E-learning |
-
Segmenting sport video gamers by motivation : a cluster analysis
Kim, Yongjae, (2013)
-
Hwang, Yongjin, (2017)
-
Development of a scale to measure gamer experiences in sport video games
Leng, Ho Keat, (2018)
- More ...
-
The moderating role of consumers' ad perception in athlete endorsement effectiveness
Kim, Soojin, (2021)
-
Lee, Seungbum, (2017)
-
Sport volunteer service performance, image formation, and service encounters
Lee, Younghan, (2019)
- More ...