Digitalization and Post-Digitalization in Sports
Keywords:Digitalization, Digitalization of Sports, Digital Transformation in Sports, Generation
Technology has a huge impact on rapid and radical changes in the development of itself in the 21st century. Advancements in economy and culture as well as in sports, deeply affect the expectations and perspectives of individuals. These shifts have enabled people born in different periods to have distinct personalities, perspectives and values. There is a very important factor to lead this development; digitalization. With the development of communication technologies and the changing generation, digital natives in terminological terms have contributed to the emergence of new platforms. With digitalization, the world of sports has gained different dynamics, and with the increase in computer environments and games, the transition from traditional sports to digital environments has started. The point that makes the difference in this new sports activity, where mental abilities are more prominent than physical effort, is the mindset during the game. It is necessary to interpret the relationship between sports and game sectors correctly and to examine how effective digitalization is in these two areas. The pupose of this study is to reveal the understanding of the sports that develop with digitalization in terms of generations. Document analysis technique was used for this research.
As a result of the analysis of the research, differences were observed in the habits of the generations in terms of social with the digitalization of society. The fact that generation z grew up in an environment with intense technological possibilities has led to a change in the way of playing games. Examples of digitalization and digital transformation have begun to come to life in many areas from new sports to sports organizations. Especially for people who want to stay away from the crowded environment during the pandemic process, the digital entry of events into homes has been the solution to maintain the original atmosphere.
Baca, A. 2015. Computer Science in Sport: Research and Practice, Routledge.
Black, A., 2010. Gen Y: Who they are and how they learn. Educational Horizons, 88(2), 92–101.
Berkup, S.B., 2014. Working With Generations X And Y In Generation Z Period: Management Of Different Generations In Business Life, Mediterranean Journal of Social Sciences, Vol 5 No 19, 218-229.
Binark, M., 2007. Yeni medya çalışmalarında yeni sorular ve yöntem sorunu. M. Binark (Ed.), Yeni medya çalışmaları içinde (s. 21–44). Ankara: Dipnot Yayınları.
Boyle, R., Haynes, R., and others. 2003. “New media sport.,” Sport, media, culture: global and local dimensions, pp. 95–114.
Buckley, R., Beu, D., Novicevic, M., Sigerstad, T. 2001, Managing Generation Next: Individual and Organizational Perspectives, Review of Business, Vol.22/1
CNBC, 2019, This esports giant draws in more viewers than the Super Bowl, and it’s expected to get even bigger. CNBC (https://www.cnbc.com/2019/04/14/league-of-legends-gets-more-viewers-than-super-bowlwhats-coming-next.html), Erişim 07.05.2020.
Davenport, T. H., 2014, What Businesses Can Learn From Sports Analytics, MIT Sloan Management Review, (55:4), p. 10.
Duck, S., McMahan, D. T. 2009. The basics of communication – A relational perspective. Los Angeles, CA: Sage.
Esslin, M., 2001, Televizyon Çağı: TV beyaz camın arkası (M. Çiftkaya, Çev.), İstanbul, Pınar Yayınları.
Geoghegan, L., Wormald, J.C, 2018. Sport-related hand injury: a new perspec- tive of e-sports, Journal of Hand Surgery, 44(2) 219–220.
Guttmann, A., (1988). A whole new ball game: An interpretation of American sports. Chapel Hill: University of North Carolina Press.
Hung K., F. Gu, C. Yim, 2008, A Social Instutional Approach to Identifying Generation Cohorts in China with a Comparison of American Consumers, Journal of International Business Studies, 38, pp.836-853
Jain V., Pant S., 2012. Navigating Generation Y For Effective Mobile Marketing In India: A Conceptual Framework, Mobile Marketing Association IJMM, Vol.7, No.3.
Jopling, J. 2004, Understanding Generations, West Virginia University, Extension Service.
Kaplan Ö.D., 2016, Antropolojik Açıdan Oyun ve Spor İlişkisi. (Öcal D. Der.), s. 35–43, Ankara, Ütopya Yayınevi.
Krzanich, B. 2016, Digitization Is Upon Us -The Biggest Change In Sports In Over 100 Years, The Cauldron, February 11 (https://the-cauldron.com/the-digitization-of-sports-thebiggest-change-in-sport-in-over-100-years-7a0761c2e14a; erişim 06.05.2017).
Levickaite, R., 2010, Generations X Y Z: How Social Networks Form The Concept of the World Without Borders The Case Of Lithuania, LIMES
Link, D., and Lames, M. 2014, An introduction to sport informatics, in Computer Science in Sport: Research and Practice, pp. 1–18, (https://www.google.com/books?hl=en&lr=&id=q02vBAAAQBAJ&oi=fnd&pg=PT16&ots=D6F9w JcShe&sig=ENHLRqZiiptMKk-SWIV3leLptOc) (06.04.2021).
Liponski, W., 2003. World Sports Encyclopedia, Oficyna Wydawnicza Atena.
Loy, J. W., 1968, The Nature of Sport: A Definitional Effort, Quest, (10:1), pp. 1–15.
Prensky, M., 2001, Digital natives, digital immigrants: Part 1. On the Horizon, 9(5), 1–6.
Suits, B., 1988, On McBride on the definition of games, In W. Morgan & K. Meier (Eds.), Philosophic inquiry in sport, Champaign, IL: Human Kinetics
Summerley, R., 2020, Games and Culture, 15(1) 51-72. Sage
Taylor, T. L., 2012, Raising the stakes: Esports and the professionalization of computer gaming, Cambridge: The MIT Press
Venter, E., 2017. Bridging the communication gap between Generation Y and the Baby Boomer generation. InternatIonal Journal of adolescence and Youth, Vol. 22, no. 4, 497–507
Witkowski, E. K., (2012a), Inside the huddle: The phenomenology and sociology of team play in networked computer games (PhD Dissertation). IT University of Copenhagen, Denmark.
Witkowski, E., (2012b), On the digital playing field: How we ‘do sport’ with networked computer games, Games and Culture, 7, 349–374.
Wright, M. B., 2009, 50 years of OR in sport, Journal of the Operational Research Society, (60:1), pp. S161–S168.
Xiao Xiao, Jonas Hedman, Felix Ter Chian Tan, Chee-Wee Tan, Torkil Clemmensen, Eric Lim, Stefan Henningsson, Raghava Mukkamala, Ravi Vatrapu, and Jos van Hillegersberg, 2017, Sports Digitalization: A Review and A Research Agenda, Thirty Eighth International Conference on Information Systems, Seoul.
How to Cite
Copyright (c) 2021 ISPEC International Journal of Social Sciences & Humanities
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.