The Positive Impact of Technological Changes on Athletes and Audiences

Research Article
Open access

The Positive Impact of Technological Changes on Athletes and Audiences

Tianning Li 1*
  • 1 University of Edinburgh    
  • *corresponding author 63966217@qq.com
Published on 28 November 2023 | https://doi.org/10.54254/2753-7048/25/20230391
LNEP Vol.25
ISSN (Print): 2753-7056
ISSN (Online): 2753-7048
ISBN (Print): 978-1-83558-161-2
ISBN (Online): 978-1-83558-162-9

Abstract

Achieving business success usually cannot be done without recognising and analysing the business environment. Similarly, the technological environment has a deep impact on the sports industry. Its development can not only improve the professional performance of athletes and sports members, but also bring a more enjoyable sports perception to the audience. This paper focuses on the influence of technological change in the sports industry and the challenges of applying new technology in the industry. It uses secondary research by collecting and analysing data obtained from reports, books and journal articles. It discovers that technological change has the potential to positively influence both athletes and audiences. It helps contribute to new forms of sports, improve the integration of technology and facilitate athletes’ training performance, enhance athletes’ training interest, as well as helps audiences improve their ticketing experience and venue experience. However, applying new technology is challenged by issues of perceived usefulness and perceived ease of use.

Keywords:

sports business, technology, technological change, technology acceptance and diffusion of innovation

Li,T. (2023). The Positive Impact of Technological Changes on Athletes and Audiences. Lecture Notes in Education Psychology and Public Media,25,70-74.
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References

[1]. González-Serrano, M. H., Crespo-Hervás, J., Pérez-Campos, C., & Calabuig, F. (2021). Entrepreneurial ecosystems for developing the sports industry in European Union countries. Journal of Business Research, 136, 667-677.

[2]. Armstrong, G., Adam, S., Denize, S., & Kotler, P. (2014). Principles of marketing. Pearson Australia.

[3]. Ratten, V. (2020). Sport technology: A commentary. The Journal of High Technology Management Research, 31(1), 100383.

[4]. Reitman, J. G., Anderson-Coto, M. J., Wu, M., Lee, J. S., & Steinkuehler, C. (2020). Esports research: A literature review. Games and Culture, 15(1), 32-50.

[5]. Bányai, F., Griffiths, M. D., Király, O., & Demetrovics, Z. (2019). The psychology of esports: A systematic literature review. Journal of gambling studies, 35, 351-365.

[6]. ielson (2021). The Changing Value of Sponsorship. 2021 Global Sports Marketing Trends. https://nielsensports.com/wp-content/uploads/2021/02/The-Changing-Value-of-Sponsorship-2021-Sports-Marketing-Trends.pdf.

[7]. Simanian, O., Yehudayan, T., & Moyse, N. (2021). Top 9 tech areas that are changing sports in 2021. https://www.calcalistech.com/ctech/articles/0,7340,L-3890794,00.html.

[8]. Mira, L. (2023). 2022 Asian Games: Dates, schedule, LoL teams & more. https://www.dexerto.com/league-of-legends/2022-asian-games-scores-schedule-teams-stream-2219343/.

[9]. aodong, Y. (2014). Hawkeye technology using tennis match. Computer Modelling and New Technologies, 18(12C), 400-402.

[10]. PwC (2022). Sports Outlook 2022. https://www.pwc.com/us/en/industries/tmt/library/sports-outlook-north-america.html.

[11]. Han, S. Y. (2023). Public Toilet in Shenzhen Bay Haifeng Sports Square / CCDI GROUP 21 Design Studio. https://www.archdaily.com/1002649/public-toilet-in-shenzhen-bay-haifeng-sports-square-ccdi-group-21-design-studio.

[12]. Deloitte (2022). 2022 sports industry outlook. https://www2.deloitte.com/content/dam/Deloitte/us/Documents/technology-media-telecommunications/us-tmt-2022-sports-outlook.pdf..

[13]. Idealog (2018). How to train your (AR) dragon: Inside the design of the League of Legends World Championship Finals opening ceremony. https://idealog.co.nz/design/2018/05/how-train-your-ar-dragon-inside-design-league-legends-world-championship-finals-opening-ceremony.

[14]. Marangunić, N., & Granić, A. (2015). Technology acceptance model: a literature review from 1986 to 2013. Universal access in the information society, 14, 81-95.

[15]. Wohn, D. Y., & Freeman, G. (2020). Live streaming, playing, and money spending behaviors in eSports. Games and Culture, 15(1), 73-88.

[16]. Ratten, V., & Ratten, V. (2019). Introduction: Sport technology and innovation. Sports Technology and Innovation: Assessing Cultural and Social Factors, 1-18.

[17]. Trudeau, F., Laurencelle, L., Beaudoin, C., & Lajoie, C. (2021). Diffusion and adoption of the Long-Term Athlete Development model among Canadian coaches. International Journal of Applied Sports Sciences, 33(2), 206-218.

[18]. Coche, R., & Lynn, B. J. (2020). Behind the scenes: COVID-19 consequences on broadcast sports production. International Journal of Sport Communication, 13(3), 484-493.


Cite this article

Li,T. (2023). The Positive Impact of Technological Changes on Athletes and Audiences. Lecture Notes in Education Psychology and Public Media,25,70-74.

Data availability

The datasets used and/or analyzed during the current study will be available from the authors upon reasonable request.

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About volume

Volume title: Proceedings of the International Conference on Global Politics and Socio-Humanities

ISBN:978-1-83558-161-2(Print) / 978-1-83558-162-9(Online)
Editor:Enrique Mallen, Javier Cifuentes-Faura
Conference website: https://www.icgpsh.org/
Conference date: 13 October 2023
Series: Lecture Notes in Education Psychology and Public Media
Volume number: Vol.25
ISSN:2753-7048(Print) / 2753-7056(Online)

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References

[1]. González-Serrano, M. H., Crespo-Hervás, J., Pérez-Campos, C., & Calabuig, F. (2021). Entrepreneurial ecosystems for developing the sports industry in European Union countries. Journal of Business Research, 136, 667-677.

[2]. Armstrong, G., Adam, S., Denize, S., & Kotler, P. (2014). Principles of marketing. Pearson Australia.

[3]. Ratten, V. (2020). Sport technology: A commentary. The Journal of High Technology Management Research, 31(1), 100383.

[4]. Reitman, J. G., Anderson-Coto, M. J., Wu, M., Lee, J. S., & Steinkuehler, C. (2020). Esports research: A literature review. Games and Culture, 15(1), 32-50.

[5]. Bányai, F., Griffiths, M. D., Király, O., & Demetrovics, Z. (2019). The psychology of esports: A systematic literature review. Journal of gambling studies, 35, 351-365.

[6]. ielson (2021). The Changing Value of Sponsorship. 2021 Global Sports Marketing Trends. https://nielsensports.com/wp-content/uploads/2021/02/The-Changing-Value-of-Sponsorship-2021-Sports-Marketing-Trends.pdf.

[7]. Simanian, O., Yehudayan, T., & Moyse, N. (2021). Top 9 tech areas that are changing sports in 2021. https://www.calcalistech.com/ctech/articles/0,7340,L-3890794,00.html.

[8]. Mira, L. (2023). 2022 Asian Games: Dates, schedule, LoL teams & more. https://www.dexerto.com/league-of-legends/2022-asian-games-scores-schedule-teams-stream-2219343/.

[9]. aodong, Y. (2014). Hawkeye technology using tennis match. Computer Modelling and New Technologies, 18(12C), 400-402.

[10]. PwC (2022). Sports Outlook 2022. https://www.pwc.com/us/en/industries/tmt/library/sports-outlook-north-america.html.

[11]. Han, S. Y. (2023). Public Toilet in Shenzhen Bay Haifeng Sports Square / CCDI GROUP 21 Design Studio. https://www.archdaily.com/1002649/public-toilet-in-shenzhen-bay-haifeng-sports-square-ccdi-group-21-design-studio.

[12]. Deloitte (2022). 2022 sports industry outlook. https://www2.deloitte.com/content/dam/Deloitte/us/Documents/technology-media-telecommunications/us-tmt-2022-sports-outlook.pdf..

[13]. Idealog (2018). How to train your (AR) dragon: Inside the design of the League of Legends World Championship Finals opening ceremony. https://idealog.co.nz/design/2018/05/how-train-your-ar-dragon-inside-design-league-legends-world-championship-finals-opening-ceremony.

[14]. Marangunić, N., & Granić, A. (2015). Technology acceptance model: a literature review from 1986 to 2013. Universal access in the information society, 14, 81-95.

[15]. Wohn, D. Y., & Freeman, G. (2020). Live streaming, playing, and money spending behaviors in eSports. Games and Culture, 15(1), 73-88.

[16]. Ratten, V., & Ratten, V. (2019). Introduction: Sport technology and innovation. Sports Technology and Innovation: Assessing Cultural and Social Factors, 1-18.

[17]. Trudeau, F., Laurencelle, L., Beaudoin, C., & Lajoie, C. (2021). Diffusion and adoption of the Long-Term Athlete Development model among Canadian coaches. International Journal of Applied Sports Sciences, 33(2), 206-218.

[18]. Coche, R., & Lynn, B. J. (2020). Behind the scenes: COVID-19 consequences on broadcast sports production. International Journal of Sport Communication, 13(3), 484-493.