DOI

https://doi.org/10.25772/V0YE-K795

Defense Date

2021

Document Type

Dissertation

Degree Name

Doctor of Philosophy

Department

Education

First Advisor

Brendan Dwyer

Abstract

For a large portion of its history, sport broadcasting has been stagnant when it comes to incorporating new and innovative technologies. However, due to declining viewership and consumer desire for customizable content, augmented reality graphics have begun to be incorporated into multiple sport broadcast products. In fact, the UEFA Champions League, NBA, NFL, and NHL have all used or indicated their intention to utilize AR graphics in future broadcasts. Considering that media rights revenue is the main source of revenue to sport properties and organizations, it is important to carefully consider how the core product (the broadcast) is presented. The study examined consumer attitudes and intentions towards AR in sport broadcasts by utilizing three types of broadcasts of an NBA game. One of the broadcasts was a traditional broadcast format with no AR enhancement and the other two were enhanced with AR graphics, a coach-mode broadcast that featured AR player tracking and play diagramming while the other enhanced broadcast, mascot-mode, featured AR graphics similar to a video game with over-the-top animations. Results of the current study provide insight into consumer preferences towards AR in sport broadcasting and guidance to sport properties planning to utilize broadcast AR graphics. Specifically, that sport consumers were significantly more likely to re-view (p < .05) and recommend via word of mouth (p < .05) the coach-mode AR than the mascot-mode AR. Sport involvement was a significant factor for how sport fans perceive the AR broadcast types through incorporating the perspective of the elaboration likelihood model.

Rights

© The Author

Is Part Of

VCU University Archives

Is Part Of

VCU Theses and Dissertations

Date of Submission

3-31-2021

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