الگوی کیفی کاربست واقعیت مجازی در بازاریابی ورزشی

نوع مقاله : مقاله پژوهشی

نویسندگان

1 دانشجوی دکتری مدیریت ورزشی، دانشکده تربیت‌بدنی و علوم ورزشی، دانشگاه علامه طباطبائی، تهران، ایران

2 دانشیار مدیریت ورزشی، دانشکده تربیت‌بدنی و علوم ورزشی، دانشگاه علامه طباطبائی، تهران، ایران

چکیده

چکیده
هدف از این تحقیق تدوین الگوی بازاریابی با استفاده از واقعیت مجازی در صنعت ورزش کشور بود. روش تحقیق حاضر کیفی بود و بر اساس ماهیت تحقیق که نیاز به اکتشاف عوامل و متغیرهای متعددی دارد، از تکنیک گرندد تئوری استفاده شد. کلیه متخصصان و خبرگان حوزه فناوری و بازاریابی در ورزش به عنوان جامعه آماری انتخاب شدند و با توجه به ماهیت تحقیق و ویژگی های جامعه تحقیق در این بخش، نمونه گیری در بخش کیفی هدفمند و به روش گلوله برفی انجام شد. شرط حضور در مصاحبه داشتن حداقل سن 30 سال، حداقل 5 سال سابقه شغلی در حوزه فناوری و بازاریابی در ورزش و حداقل مدرک کارشناسی بود. مصاحبه ها بعد از 16 نمونه به اشباع اطلاعاتی رسید اما برای اطمینان بیشتر تا مصاحبه 20 ام ادامه پیدا کرد. برای کدگزاری و تحلیل مصاحبه ها از نرم افزار maxqda استفاده شد. نتایج نشان داد که افزایش تحقیقات مرتبط با واقعیت مجازی و ورزش، حمایت سازمان یافته از واقعیت مجازی در بازاریابی ورزشی، تدوین برنامه توسعه واقعیت مجازی و بومی سازی، آموزش مستمر و تبلیغات به عنوان راهبردهای آتی بازاریابی با استفاده از واقعیت مجازی در صنعت ورزش کشور می‌بایست مورد توجه قرار گیرد.

کلیدواژه‌ها


عنوان مقاله [English]

Qualitative pattern of virtual reality application in sports marketing

نویسندگان [English]

  • malihe Faghir ganji 1
  • Sara Keshkar 2
  • habib honari 2
  • javad shahlaei 2
1 PHD student in sports management, Allameh Tabataba'i University, Thran, Iran
2 Associate professor of sports management, Allameh Tabataba'i University, Thran, Iran
چکیده [English]

Abstract
Today, many sports organizations and companies around the world are building new products and services using virtual reality technology, and this technology is expected to grow exponentially in the coming years. The purpose of this study was to develop a marketing model using virtual reality in the country's sports industry. The method of the present study was qualitative and based on the nature of the research which requires the exploration of various factors and variables technique of Strauss and Corbin's approach was used, the grounded theory technique was used. All experts and experts in the field of technology and marketing in sports were selected as a statistical population and according to the nature of research and the characteristics of the research community in this section, sampling was done in a qualitative and targeted manner using the snowball method. Prerequisite for participation in the interview was at least 30 years old, at least 5 years of work experience in the field of technology and marketing in sports and at least a bachelor's degree. The interviews were saturated after 16 samples, but continued until the 20th interview for more assurance. Maxqda software was used to encode and analyze the interviews. The results showed that the increase of research related to virtual reality and sports, organized support of virtual reality in sports marketing, development of virtual reality development and localization program, continuous education and advertising as future marketing strategies using virtual reality in the country's sports industry Should be considered.

کلیدواژه‌ها [English]

  • Keywords: marketing
  • Sports Marketing
  • Sports industry
  • virtual reality
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