IM+io Fachmagazin, Ausgabe 2/ 2024
Von der Couch zum Siegerpodest
Die Ära virtueller Wettkämpfe
Literaturhinweise
[1] Xiao, X., Hedman, J., Tan, F. T. C., Tan, C. W., Lim, E. T., Clemmensen, T., … & Van Hillegersberg, J. (2017). Sports digitalization: An overview and A research agenda. In 38th International Conference on Information Systems: Transforming Society with Digital Innovation, ICIS 2017: Transforming Society with Digital Innovation. Association for Information Systems. AIS Electronic Library (AISeL).
[2] Märtins, J., Westmattelmann, D., & Schewe, G. (2023). Affected but not involved: Two-scenario based investigation of individuals’ attitude towards decision support systems based on the example of the video assistant referee. Journal of Decision Systems, 32(2), 384-408.
[3] Westmattelmann, D., Grotenhermen, J. G., Sprenger, M., & Schewe, G. (2021). The show must go on-virtualisation of sport events during the COVID-19 pandemic. European Journal of Information Systems, 30(2), 119-136.
[4] Westmattelmann, D., Grotenhermen, J. G., Sprenger, M., Rand, W., & Schewe, G. (2021). Apart we ride together: The motivations behind users of mixed-reality sports. Journal of Business Research, 134, 316-328.
[5] https://www.uci.org/discipline/cycling-esports/5awP766tEGOobRlwSdHBDs?discipline=CES
[6] Westmattelmann, D., Stoffers, B., Sprenger, M., Grotenhermen, J. G., & Schewe, G. (2022). The Performance-Result Gap in Mixed-Reality Cycling–Evidence From the Virtual Tour de France 2020 on Zwift. Frontiers in Physiology, 13, 868902.