Abstract
Just a decade ago, technologies like augmented reality (AR) and virtual reality (VR) were too expensive to be considered tools for industry, and the virtual sports sector was almost non-existent. However, VR is now an exciting technology for sports developers and consumers alike because it can help potential consumers interact with an augmented environment. Consequently, VR and AR have high growth potential across sports market due to their increasing acceptance and the consumers’ responsiveness to the technology [1]. According to Insight Ace Analytic [2], the VR and AR software and hardware market was valued at USD 50.47 billion in 2023 and is predicted to reach USD 677.73 billion by the year 2031 at a 38.49% CAGR during the forecast period for 2024-2031. Therefore, it is evident that the sports market of VR and AR is growing, and there is an emerging opportunity for technologies to enter the sports market. Even indirectly, there are many ways that VR and AR can help a sports consumer [3]. In this chapter, we will explain how sports companies can use virtual reality and augmented reality and explore the potential of sports marketers in this field.
| Original language | English |
|---|---|
| Title of host publication | The Metaverse Era: Reinventing Customer Engagement and Digital Marketing |
| Editors | Ram Singh, Rohit Bansal, Fazla Rabby, Pooja Sharma, Mandeep Kaur |
| Place of Publication | USA |
| Publisher | Bentham Science |
| Chapter | 2 |
| Pages | 22-39 |
| Number of pages | 18 |
| ISBN (Electronic) | 9798898810368 |
| ISBN (Print) | 9798898810375 |
| DOIs | |
| Publication status | Published - 8 Oct 2025 |