As sports consumers seek alternative means of sports consumption through virtual reality (VR) experiences, this study seeks to understand how VR-induced psychological response affects consumer cognitive processing specific to sponsorship messaging. To achieve this, the medium of sport consumption was manipulated (i.e., 2D digital broadcast vs. VR) in which spectator telepresence, brand recall, and brand recognition of sponsorship messaging were compared. A significant MANOVA result was obtained (Wilks’ Lambda = .54, F(3, 62) = 17.49, p < .001, n2 = .46), and a...Read more