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Being where, with whom, and when it happens: spatial, interpersonal, and temporal presence while viewing live streaming of collegiate sports in virtual reality

Introduction: Although virtual reality (VR) is most popularly known for its applications to gaming, other entertainment applications are increasingly being explored including in the sports media industry, but little research has so far examined the experiences induced by VR viewing of a live sportin...

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Detalles Bibliográficos
Principais autores: Andrew Vincent, Paul Frewen
Formato: Artigo
Idioma:Inglês
Publicado: Frontiers Media S.A. 2023-06-01
Series:Frontiers in Virtual Reality
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Acceso en liña:https://www.frontiersin.org/articles/10.3389/frvir.2023.1167051/full
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