References
[1]. Byon, K.K. and Phua, J. (2021) Digital and interactive marketing communications in sports. Journal of Interactive Advertising, 21, 75-78. https: //doi.org/10.1080/15252019.2021.1970422
[2]. Iyer, S.R., Pavlik, J. and Jin, S.V. (2022) Leveraging virtual reality (VR) for sports public relations and sports journalism: Qualitative analyses of VR content productions for 'Russia 2018’ and 'Qatar 2022’ FIFA World Cups. Journal of Sport & Tourism, 26, 335-362. https: //doi.org/10.1080/14775085.2022.2097942
[3]. Goebert, C. (2020) Augmented reality in sport marketing: Uses and directions. SIJ Sports Innovation Journal, 1, 134-151. https: //doi.org/10.18060/24227
[4]. ABI Research. (2024). Worldwide augmented reality (AR) market valuation. Retrieved from https: //www.abiresearch.com/news-resources/chart-data/report-augmented-reality-market
[5]. Precedence Research. (2024). Augmented reality market size to hit USD 2, 804.82 bn by 2034. Retrieved from https: //www.precedenceresearch.com/augmented-reality-market
[6]. Bozyer, Z. (2015) Augmented reality in sports: Today and tomorrow. International Journal of Science Culture and Sport (IntJSCS). https: //doi.org/10.14486/IJSCS392
[7]. Ling, S. and Zhao, K. (2024) Research on sports communication theory and practice in the digital era. Frontiers in Sport Research, 6, 164-168. https: //doi.org/10.25236/FSR.2024.060426
[8]. Pickman, D.K. (2023) The use of virtual reality and augmented reality in enhancing the sports viewing experience. International Journal of Arts, Recreation and Sports, 1, 39-49.
[9]. Elsholz, S., Pham, K. and Zarnekow, R. (2025) A taxonomy of virtual reality sports applications. Virtual Reality. https: //doi.org/10.1007/s10055-024-01090-0
[10]. Goebert, C., Greenhalgh, G. and Dwyer, B. (2022) A whole new ball game: Fan perceptions of augmented reality enhanced sport broadcasts. Computers in Human Behavior, 137, 107388. https: //doi.org/10.1016/j.chb.2022.107388
[11]. Goebert, C. and Greenhalgh, G.P. (2020) A new reality: Fan perceptions of augmented reality readiness in sport marketing. Computers in Human Behavior, 106, 106231. https: //doi.org/10.1016/j.chb.2019.106231
[12]. Ren, H., DaCosta, L., Miragaya, A., et al. (2008) Olympic Studies Reader: A Multidisciplinary and Multicultural Research Guide. Beijing Sport University & Universidade Gama Filho.
[13]. PwC. (2020). Tǐyù hángyè fùsū jìnxíng shí: biàngé niándài [The recovery of the sports industry: An era of transformation]. PwC.
[14]. Gradl, S., Eskofier, B.M., Eskofier, D., et al. (2016) Virtual and augmented reality in sports: An overview and acceptance study. Friedrich-Alexander University Erlangen-Nürnberg (FAU), realities.io, Fraunhofer Institute for Integrated Circuits IIS. https: //doi.org/10.1145/2968219.2968572
[15]. Euronews. (2021). Tokyo 2020: Virtual reality and augmented reality bringing spectators closer to the action. Retrieved from https: //www.euronews.com/next/2021/07/23/tokyo-2020-virtual-reality-and-augmented-reality-bringing-spectators-closer-to-the-action
[16]. International Olympic Committee. (2023). World Mental Health Day: First-of-its-kind Mind Zone praised by athletes at Paris 2024. Retrieved from https: //www.olympics.com/en/news/world-mental-health-day-first-of-its-kind-mind-zone-praised-by-athletes-at-paris-2024
[17]. International Olympic Committee. (2024). Olympic digital experiences set to serve and delight fans for Paris 2024. Retrieved from https: //www.olympics.com/en/news/olympic-digital-experiences-set-to-serve-and-delight-fans-for-paris-2024
[18]. TVBEurope. (2018). World Cup 2018: A look inside the BBC’s dedicated VR app. Retrieved from https: //www.tvbeurope.com/features/world-cup-2018-a-look-inside-the-bbcs-dedicated-vr-app
[19]. PreScouter. (2018). Technologies used in the FIFA World Cup 2018. Retrieved from https: //www.prescouter.com/2018/06/technologies-fifa-world-cup-2018/
[20]. Grand Visual. (2018). Coca-Cola FIFA World Cup AR Experience. Retrieved from https: //grandvisual.com/work/coca-cola-fifa-world-cup-ar-experience/
[21]. Sector 5 Digital. (2018). FIFA Player AR Experience. Retrieved from https: //www.sector5digital.com/use-cases-and-projects/fifa-player-ar-experience
[22]. Global Times. (2022). China’s metaverse-powered World Cup coverage reshapes watching experience with immersive tech. Retrieved from https: //www.globaltimes.cn/page/202211/1279989.shtml
[23]. Gulf Times. (2022). Tech startup to use AI, AR for immersive 2022 FIFA World Cup fan experience. Retrieved from https: //www.gulf-times.com/story/662543/Tech-startup-to-use-AI-AR-for-immersive-2022-FIFA-World-Cup-fan-experience