Video Games, Technology, and Sport: The Future Is Interactive, Immersive, and Adaptive

Author:

Pirker Johanna

Publisher

Springer International Publishing

Reference26 articles.

1. Alonso Dos Santos, M., & Montoro Rios, F. J. (2016). Scale of spectators’ motivations at soccer events. Soccer & Society, 17(1), 58–71.

2. Arshad, S. (2014). 10 most successful sports “Video Games” franchises. Retrieved from https://www.tsmplug.com/games/most-successful-sports-games-franchises/.

3. Augmented Reality in Sports. (2019). Retrieved from https://thinkmobiles.com/blog/augmented-reality-sports/.

4. Beall, G. (2016). 8 key differences between gen z and millennials—The Huffington Post. Retrieved from http://www.huffingtonpost.com/george-beall/8-keydifferences-betweenb12814200.html.

5. Bruce, M., & Regenbrecht, H. (2009). A virtual reality claustrophobia therapy system-implementation and test. In Virtual Reality Conference, 2009, VR 2009 (pp. 179–182). IEEE.

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