Application of VR and AR in sports marketing

Sardar Mohammadi*, Seyyed Iman Ghaffarisadr, Mike Rayner

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingChapter (peer-reviewed)peer-review

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 languageEnglish
Title of host publicationThe Metaverse Era: Reinventing Customer Engagement and Digital Marketing
EditorsRam Singh, Rohit Bansal, Fazla Rabby, Pooja Sharma, Mandeep Kaur
Place of PublicationUSA
PublisherBentham Science
Chapter2
Pages22-39
Number of pages18
ISBN (Electronic)9798898810368
ISBN (Print)9798898810375
DOIs
Publication statusPublished - 8 Oct 2025

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