21st Century Sports: How Technologies Will Change Sports in the Digital Age
Gespeichert in:
Beteilige Person: | |
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Format: | Elektronisch E-Book |
Sprache: | Englisch |
Veröffentlicht: |
Cham
Springer International Publishing AG
2020
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Schriftenreihe: | Future of Business and Finance Ser
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Schlagwörter: | |
Links: | https://ebookcentral.proquest.com/lib/hwr/detail.action?docID=6348894 |
Beschreibung: | Description based on publisher supplied metadata and other sources |
Umfang: | 1 Online-Ressource (303 Seiten) |
ISBN: | 9783030508012 |
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505 | 8 | |a Intro -- Foreword -- Preface -- Acknowledgements -- Contents -- Editor and Contributors -- Introduction -- 1 How Technologies Impact Sports in the Digital Age -- Abstract -- 1 The Growing Business of Sports -- 2 The Dynamic Sports-Technology Relationship -- 2.1 Technology Improves Athlete Performance -- 2.2 Technology Improves Sport Consumption -- 2.3 Technology Improves Sports Management and Governance -- 2.4 Technology Enables New Classes of Athletes in Existing Competitions -- 2.5 Technology Drives the Development of New Sports -- 3 Emerging Technologies Will Shape the Future of Sports -- 3.1 Quantitative Versus Qualitative Technology Forecasting -- 3.2 Selection of Emerging Technologies Relevant to Sports -- 3.3 Book Structure -- References -- 2 Taxonomy of Sportstech -- Abstract -- 1 Introduction -- 2 Defining Sports, Technology, and Sportstech -- 2.1 The Definition of Sports -- 2.2 The Definition of Technology -- 2.3 The Definition of Sportstech -- 3 The Sportstech Industry -- 4 The SportsTech Matrix -- 4.1 User Angle -- 4.2 Tech Angle -- 4.3 How to Use the SportsTech Matrix -- 5 Summary and Conclusion -- References -- 3 How Thesis Driven Innovation Radars Could Benefit the Sports Industry -- Abstract -- 1 Introduction -- 2 The Case for Thesis Driven Innovation Radars -- 3 The Pace of Change Isn't an Illusion -- 4 The Corporate Thesis as a Theory of the Future -- 5 The Trend Radar as an Indicator of the Future -- 6 The Interplay of Thesis and Radar -- 7 The Role of TDIRs in the Sports Industry -- 8 Peloton Planning for the Future -- References -- Physical Technologies -- 4 Robotics, Automation, and the Future of Sports -- Abstract -- 1 The Opportunity for Robots in Sports and Components of Robotics and Automation -- 2 Behind the Rise of Robotics -- 3 Super Spectators: Robotics for Fan Immersion, Engagement, and Participation | |
505 | 8 | |a 4 Robots and Automation in Training and Strategy -- 5 Enhancing and Creating Sports with Robotics -- 6 Sports-Driven Robotic Developments -- 7 A Case Study of Robotics and Automation in Motorsports -- 8 Challenges and Opportunities in Broader Sports Robotics -- References -- 5 Robotics and AI: How Technology May Change the Way We Shape Our Bodies and What This Does to the Mind -- Abstract -- 1 Introduction -- 2 Issues with Control of Complex Mechanisms -- 3 The Turing Option -- 4 Case Studies of Robots, AI and Sports -- 5 Conclusions -- References -- 6 The Reach of Sports Technologies -- Abstract -- 1 Introduction: The Present State of Sport -- 2 The Quantified Self as a Starting Point of the IoT Sport Future -- 3 The Convergence of Sensors and Markerless Video -- 4 Effect of the IoT on Industry Verticals -- 4.1 The Insurance Conundrum -- 4.2 Smart Stadium as a Subset of Smart Cities -- 4.3 Divergence of Media and Data Rights in Broadcasting -- 5 Diffusion of Knowledge: Translating from Sport into Other Verticals -- 5.1 Transfer from Sport to Allied Health -- 5.2 Transfer from Sport into Occupational Health and Safety -- 5.3 Transfer from Sport into Defense -- References -- 7 The Future of Additive Manufacturing in Sports -- Abstract -- 1 Development of Additive Manufacturing -- 2 Additive Manufacturing in Sports Today -- 2.1 AM Sports Application Matrix -- 2.2 The Rise of AM Use Cases in Sports -- 2.3 Current AM Use Cases in Sports -- 3 Future Use Cases of Additive Manufacturing in Sports -- 3.1 Impact of Biathlon Equipment on Athlete's Performance -- 3.2 New Solution: Smart AM for Biathlon Equipment -- 3.3 Smart AM in Other Professional Sports -- 3.4 Smart AM for Commercial Sport Applications -- 4 Opportunities and Challenges for Additive Manufacturing in Sports -- References -- 8 The Current State and Future of Regenerative Sports Medicine | |
505 | 8 | |a Abstract -- 1 Introduction -- 2 Regenerative Medicine -- 3 Cell Therapy -- 4 Bone Marrow Aspirate -- 5 Platelet Rich Plasma -- 6 Can Young Blood Infusions Stimulate Regeneration? -- 7 Exosome Therapy -- 8 Cartilage Tissue Engineering -- 9 Evidence-Based Medicine -- 10 Conclusions and Future Perspectives -- References -- Information Processing Technologies -- 9 Big Data, Artificial Intelligence, and Quantum Computing in Sports -- Abstract -- 1 Introduction -- 2 Sports' Journey Through the Supercollider -- 2.1 Power of Sensoring Systems -- 3 AI Techniques and Quantum Computing -- 3.1 AI Techniques -- 3.2 Quantum Computing -- 4 Winning and Fighting with the Strength of Numbers -- 4.1 Sports Analytics -- 4.2 Strategic Elite Athlete Development -- 4.3 Training and Tactical Analysis -- 5 Prometheus Bound: The Limits of Technology -- 5.1 What Is Natural? -- 5.2 Timeless Elements of Sports -- 5.3 Too Intrusive? -- 6 Conclusions -- References -- 10 The Data Revolution: Cloud Computing, Artificial Intelligence, and Machine Learning in the Future of Sports -- Abstract -- 1 Introduction -- 2 Opportunities in Sports and Definitions: Cloud Computing, Artificial Intelligence, and Machine Learning -- 2.1 Cloud Computing -- 2.2 Artificial Intelligence -- 2.3 Machine Learning -- 3 Data Revolution in Sports -- 4 The Game: Player Identification, Evaluation, and Selection -- 5 Optimizing for the Win: Game Strategy -- 6 Athlete Health and Performance -- 7 Smart Venues and Stadiums -- 8 Personalized Consumption of Sport -- 9 Ethical Implications -- References -- 11 Blockchain: From Fintech to the Future of Sport -- Abstract -- 1 Introduction -- 2 Blockchain Background -- 2.1 Bitcoin and Cryptocurrencies -- 2.2 Smart Contracts -- 3 Blockchain in Sports -- 3.1 On the Field -- 3.1.1 Recruiting/Assessment -- 3.1.2 Player Compensation -- 3.2 Off the Field -- 3.2.1 Gambling | |
505 | 8 | |a 3.3 Off Game Times -- 3.4 Memorabilia -- 3.4.1 Broadcast Content -- 4 Why This Won't Happen Today -- 5 What About Even Further in the Future? -- 5.1 "Amateur" Sports -- 5.2 Tokenized Contracts -- 6 Summary -- 12 Blockchain, Sport, and Navigating the Sportstech Dilemma -- 1 The Sport World-the Importance of Emotions and Competitive Balance -- 2 The Emerging Blockchain Landscape Within Sport-Main Categories -- 2.1 Sport Betting-18 Companies -- 2.2 Club and League Management-12 Companies -- 2.3 Ecosystem Development-10 Companies -- 2.4 Fantasy Sport-8 Companies -- 2.5 Health and Personal Integrity-6 Companies -- 2.6 Collectibles and Memorabilia-5 Companies -- 2.7 Talent Investment and Crowdfunding-4 Companies -- 3 Strategic Questions for Navigating the Sportstech Dilemma -- 3.1 Strategic Question 1: How Much Integration with the Existing Ecosystem Is Needed? -- 3.2 Strategic Question 2: Is It Time for a Hybrid Business Model? -- 3.3 Strategic Question 3: How Much (Inter)National Support Is Needed for Blockchain to Succeed? -- 4 The Crystal Ball: What Will Happen in 20 Years? -- References -- 13 The Rise of Emotion AI: Decoding Flow Experiences in Sports -- Abstract -- 1 Introduction -- 2 Advances in Emotion AI -- 3 Measuring Flow -- 4 The Biathlon Flow Study -- 5 The Future of Emotion AI Technologies in Sports -- References -- Human Interaction Technologies -- 14 Strategies to Reimagine the Stadium Experience -- Abstract -- 1 Attracting Fans to Stadiums in the Future -- 2 Scarcity -- 2.1 Fewer Games -- 2.2 Shorter Formats -- 3 Eventizing -- 3.1 Eventizing the Game -- 3.2 Eventizing the Season -- 3.3 Eventizing the Offseason -- 4 Frictionless Experiences -- 4.1 Pre-game -- 4.2 In-Game -- 4.3 Post-game -- 5 Satellite Stadiums -- 6 What Does the Future Hold for Sports Stadiums? -- References | |
505 | 8 | |a 15 Virtual Reality and Sports: The Rise of Mixed, Augmented, Immersive, and Esports Experiences -- Abstract -- 1 Introduction -- 2 Emerging Realities -- 3 XR and Sports Fan Engagement -- 4 Challenges for XR in Sports -- 5 Virtual Fan Experiences -- 6 XR for Players and Performance -- 7 Conclusion: The Future of XR in Sports -- References -- 16 Video Games, Technology, and Sport: The Future Is Interactive, Immersive, and Adaptive -- Abstract -- 1 Introduction -- 2 The Role of Interactive Media in Sport -- 3 The Future of Audience Experiences -- 3.1 The Active Spectator -- 3.2 Democratization of Sport Spectating -- 4 Playing with Reality -- 4.1 Augmented and Diminished Reality -- 4.2 Beyond the Sidelines -- 5 When Gamers Become Athletes and Athletes Become Players -- 6 The Future of Games -- 7 Conclusion -- References -- Final -- 17 Impossible Sports -- Abstract -- 1 Introduction -- 2 Overview -- 3 7:30-8:30 AM: Artificial Life-AI Pet Companion Racing -- 4 9:45-11:45 AM: Sensing-Calorie Racing -- 5 12:30-1:30 PM: Human Interface-AR Real-Life Soccer Legends -- 6 2-2:45 PM: Processing-Mental Sports -- 7 4-5 PM: Storage-Ambulance Racing -- 8 5:20-5:40 PM: Network-Avalanche Hunting -- 9 6-PM: Breathable Matter-Emission-Free Racing -- 10 7:10-8:30 PM: High Resolution Management-Warehouse Escape -- 11 9-10 PM: Legal Programming-Idle Sports -- 12 Conclusion -- References -- 18 Beyond 2030: What Sports Will Look like for the Athletes, Consumers, and Managers -- Abstract -- 1 Sports Industry Outlook 2030-2050 -- 1.1 Athlete After 2030 -- 1.1.1 Able-Bodied, Unassisted Athletes -- 1.1.2 Athletes Assisted by Technology -- 1.1.3 Robot Athletes -- 1.1.4 Mental Athletes -- 1.1.5 Virtual Athlete -- 1.2 Consumer After 2030 -- 1.3 Manager (of Sports Business) After 2030 -- 2 And Beyond... -- References | |
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Datensatz im Suchindex
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any_adam_object | |
author | Schmidt, Sascha L. |
author_facet | Schmidt, Sascha L. |
author_role | aut |
author_sort | Schmidt, Sascha L. |
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contents | Intro -- Foreword -- Preface -- Acknowledgements -- Contents -- Editor and Contributors -- Introduction -- 1 How Technologies Impact Sports in the Digital Age -- Abstract -- 1 The Growing Business of Sports -- 2 The Dynamic Sports-Technology Relationship -- 2.1 Technology Improves Athlete Performance -- 2.2 Technology Improves Sport Consumption -- 2.3 Technology Improves Sports Management and Governance -- 2.4 Technology Enables New Classes of Athletes in Existing Competitions -- 2.5 Technology Drives the Development of New Sports -- 3 Emerging Technologies Will Shape the Future of Sports -- 3.1 Quantitative Versus Qualitative Technology Forecasting -- 3.2 Selection of Emerging Technologies Relevant to Sports -- 3.3 Book Structure -- References -- 2 Taxonomy of Sportstech -- Abstract -- 1 Introduction -- 2 Defining Sports, Technology, and Sportstech -- 2.1 The Definition of Sports -- 2.2 The Definition of Technology -- 2.3 The Definition of Sportstech -- 3 The Sportstech Industry -- 4 The SportsTech Matrix -- 4.1 User Angle -- 4.2 Tech Angle -- 4.3 How to Use the SportsTech Matrix -- 5 Summary and Conclusion -- References -- 3 How Thesis Driven Innovation Radars Could Benefit the Sports Industry -- Abstract -- 1 Introduction -- 2 The Case for Thesis Driven Innovation Radars -- 3 The Pace of Change Isn't an Illusion -- 4 The Corporate Thesis as a Theory of the Future -- 5 The Trend Radar as an Indicator of the Future -- 6 The Interplay of Thesis and Radar -- 7 The Role of TDIRs in the Sports Industry -- 8 Peloton Planning for the Future -- References -- Physical Technologies -- 4 Robotics, Automation, and the Future of Sports -- Abstract -- 1 The Opportunity for Robots in Sports and Components of Robotics and Automation -- 2 Behind the Rise of Robotics -- 3 Super Spectators: Robotics for Fan Immersion, Engagement, and Participation 4 Robots and Automation in Training and Strategy -- 5 Enhancing and Creating Sports with Robotics -- 6 Sports-Driven Robotic Developments -- 7 A Case Study of Robotics and Automation in Motorsports -- 8 Challenges and Opportunities in Broader Sports Robotics -- References -- 5 Robotics and AI: How Technology May Change the Way We Shape Our Bodies and What This Does to the Mind -- Abstract -- 1 Introduction -- 2 Issues with Control of Complex Mechanisms -- 3 The Turing Option -- 4 Case Studies of Robots, AI and Sports -- 5 Conclusions -- References -- 6 The Reach of Sports Technologies -- Abstract -- 1 Introduction: The Present State of Sport -- 2 The Quantified Self as a Starting Point of the IoT Sport Future -- 3 The Convergence of Sensors and Markerless Video -- 4 Effect of the IoT on Industry Verticals -- 4.1 The Insurance Conundrum -- 4.2 Smart Stadium as a Subset of Smart Cities -- 4.3 Divergence of Media and Data Rights in Broadcasting -- 5 Diffusion of Knowledge: Translating from Sport into Other Verticals -- 5.1 Transfer from Sport to Allied Health -- 5.2 Transfer from Sport into Occupational Health and Safety -- 5.3 Transfer from Sport into Defense -- References -- 7 The Future of Additive Manufacturing in Sports -- Abstract -- 1 Development of Additive Manufacturing -- 2 Additive Manufacturing in Sports Today -- 2.1 AM Sports Application Matrix -- 2.2 The Rise of AM Use Cases in Sports -- 2.3 Current AM Use Cases in Sports -- 3 Future Use Cases of Additive Manufacturing in Sports -- 3.1 Impact of Biathlon Equipment on Athlete's Performance -- 3.2 New Solution: Smart AM for Biathlon Equipment -- 3.3 Smart AM in Other Professional Sports -- 3.4 Smart AM for Commercial Sport Applications -- 4 Opportunities and Challenges for Additive Manufacturing in Sports -- References -- 8 The Current State and Future of Regenerative Sports Medicine Abstract -- 1 Introduction -- 2 Regenerative Medicine -- 3 Cell Therapy -- 4 Bone Marrow Aspirate -- 5 Platelet Rich Plasma -- 6 Can Young Blood Infusions Stimulate Regeneration? -- 7 Exosome Therapy -- 8 Cartilage Tissue Engineering -- 9 Evidence-Based Medicine -- 10 Conclusions and Future Perspectives -- References -- Information Processing Technologies -- 9 Big Data, Artificial Intelligence, and Quantum Computing in Sports -- Abstract -- 1 Introduction -- 2 Sports' Journey Through the Supercollider -- 2.1 Power of Sensoring Systems -- 3 AI Techniques and Quantum Computing -- 3.1 AI Techniques -- 3.2 Quantum Computing -- 4 Winning and Fighting with the Strength of Numbers -- 4.1 Sports Analytics -- 4.2 Strategic Elite Athlete Development -- 4.3 Training and Tactical Analysis -- 5 Prometheus Bound: The Limits of Technology -- 5.1 What Is Natural? -- 5.2 Timeless Elements of Sports -- 5.3 Too Intrusive? -- 6 Conclusions -- References -- 10 The Data Revolution: Cloud Computing, Artificial Intelligence, and Machine Learning in the Future of Sports -- Abstract -- 1 Introduction -- 2 Opportunities in Sports and Definitions: Cloud Computing, Artificial Intelligence, and Machine Learning -- 2.1 Cloud Computing -- 2.2 Artificial Intelligence -- 2.3 Machine Learning -- 3 Data Revolution in Sports -- 4 The Game: Player Identification, Evaluation, and Selection -- 5 Optimizing for the Win: Game Strategy -- 6 Athlete Health and Performance -- 7 Smart Venues and Stadiums -- 8 Personalized Consumption of Sport -- 9 Ethical Implications -- References -- 11 Blockchain: From Fintech to the Future of Sport -- Abstract -- 1 Introduction -- 2 Blockchain Background -- 2.1 Bitcoin and Cryptocurrencies -- 2.2 Smart Contracts -- 3 Blockchain in Sports -- 3.1 On the Field -- 3.1.1 Recruiting/Assessment -- 3.1.2 Player Compensation -- 3.2 Off the Field -- 3.2.1 Gambling 3.3 Off Game Times -- 3.4 Memorabilia -- 3.4.1 Broadcast Content -- 4 Why This Won't Happen Today -- 5 What About Even Further in the Future? -- 5.1 "Amateur" Sports -- 5.2 Tokenized Contracts -- 6 Summary -- 12 Blockchain, Sport, and Navigating the Sportstech Dilemma -- 1 The Sport World-the Importance of Emotions and Competitive Balance -- 2 The Emerging Blockchain Landscape Within Sport-Main Categories -- 2.1 Sport Betting-18 Companies -- 2.2 Club and League Management-12 Companies -- 2.3 Ecosystem Development-10 Companies -- 2.4 Fantasy Sport-8 Companies -- 2.5 Health and Personal Integrity-6 Companies -- 2.6 Collectibles and Memorabilia-5 Companies -- 2.7 Talent Investment and Crowdfunding-4 Companies -- 3 Strategic Questions for Navigating the Sportstech Dilemma -- 3.1 Strategic Question 1: How Much Integration with the Existing Ecosystem Is Needed? -- 3.2 Strategic Question 2: Is It Time for a Hybrid Business Model? -- 3.3 Strategic Question 3: How Much (Inter)National Support Is Needed for Blockchain to Succeed? -- 4 The Crystal Ball: What Will Happen in 20 Years? -- References -- 13 The Rise of Emotion AI: Decoding Flow Experiences in Sports -- Abstract -- 1 Introduction -- 2 Advances in Emotion AI -- 3 Measuring Flow -- 4 The Biathlon Flow Study -- 5 The Future of Emotion AI Technologies in Sports -- References -- Human Interaction Technologies -- 14 Strategies to Reimagine the Stadium Experience -- Abstract -- 1 Attracting Fans to Stadiums in the Future -- 2 Scarcity -- 2.1 Fewer Games -- 2.2 Shorter Formats -- 3 Eventizing -- 3.1 Eventizing the Game -- 3.2 Eventizing the Season -- 3.3 Eventizing the Offseason -- 4 Frictionless Experiences -- 4.1 Pre-game -- 4.2 In-Game -- 4.3 Post-game -- 5 Satellite Stadiums -- 6 What Does the Future Hold for Sports Stadiums? -- References 15 Virtual Reality and Sports: The Rise of Mixed, Augmented, Immersive, and Esports Experiences -- Abstract -- 1 Introduction -- 2 Emerging Realities -- 3 XR and Sports Fan Engagement -- 4 Challenges for XR in Sports -- 5 Virtual Fan Experiences -- 6 XR for Players and Performance -- 7 Conclusion: The Future of XR in Sports -- References -- 16 Video Games, Technology, and Sport: The Future Is Interactive, Immersive, and Adaptive -- Abstract -- 1 Introduction -- 2 The Role of Interactive Media in Sport -- 3 The Future of Audience Experiences -- 3.1 The Active Spectator -- 3.2 Democratization of Sport Spectating -- 4 Playing with Reality -- 4.1 Augmented and Diminished Reality -- 4.2 Beyond the Sidelines -- 5 When Gamers Become Athletes and Athletes Become Players -- 6 The Future of Games -- 7 Conclusion -- References -- Final -- 17 Impossible Sports -- Abstract -- 1 Introduction -- 2 Overview -- 3 7:30-8:30 AM: Artificial Life-AI Pet Companion Racing -- 4 9:45-11:45 AM: Sensing-Calorie Racing -- 5 12:30-1:30 PM: Human Interface-AR Real-Life Soccer Legends -- 6 2-2:45 PM: Processing-Mental Sports -- 7 4-5 PM: Storage-Ambulance Racing -- 8 5:20-5:40 PM: Network-Avalanche Hunting -- 9 6-PM: Breathable Matter-Emission-Free Racing -- 10 7:10-8:30 PM: High Resolution Management-Warehouse Escape -- 11 9-10 PM: Legal Programming-Idle Sports -- 12 Conclusion -- References -- 18 Beyond 2030: What Sports Will Look like for the Athletes, Consumers, and Managers -- Abstract -- 1 Sports Industry Outlook 2030-2050 -- 1.1 Athlete After 2030 -- 1.1.1 Able-Bodied, Unassisted Athletes -- 1.1.2 Athletes Assisted by Technology -- 1.1.3 Robot Athletes -- 1.1.4 Mental Athletes -- 1.1.5 Virtual Athlete -- 1.2 Consumer After 2030 -- 1.3 Manager (of Sports Business) After 2030 -- 2 And Beyond... -- References |
ctrlnum | (ZDB-30-PQE)EBC6348894 (ZDB-30-PAD)EBC6348894 (ZDB-89-EBL)EBL6348894 (OCoLC)1198386363 (DE-599)BVBBV048224145 |
dewey-full | 796 |
dewey-hundreds | 700 - The arts |
dewey-ones | 796 - Athletic and outdoor sports and games |
dewey-raw | 796 |
dewey-search | 796 |
dewey-sort | 3796 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport Wirtschaftswissenschaften |
format | Electronic eBook |
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ind2=" "><subfield code="b">cr</subfield><subfield code="2">rdacarrier</subfield></datafield><datafield tag="490" ind1="0" ind2=" "><subfield code="a">Future of Business and Finance Ser</subfield></datafield><datafield tag="500" ind1=" " ind2=" "><subfield code="a">Description based on publisher supplied metadata and other sources</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">Intro -- Foreword -- Preface -- Acknowledgements -- Contents -- Editor and Contributors -- Introduction -- 1 How Technologies Impact Sports in the Digital Age -- Abstract -- 1 The Growing Business of Sports -- 2 The Dynamic Sports-Technology Relationship -- 2.1 Technology Improves Athlete Performance -- 2.2 Technology Improves Sport Consumption -- 2.3 Technology Improves Sports Management and Governance -- 2.4 Technology Enables New Classes of Athletes in Existing Competitions -- 2.5 Technology Drives the Development of New Sports -- 3 Emerging Technologies Will Shape the Future of Sports -- 3.1 Quantitative Versus Qualitative Technology Forecasting -- 3.2 Selection of Emerging Technologies Relevant to Sports -- 3.3 Book Structure -- References -- 2 Taxonomy of Sportstech -- Abstract -- 1 Introduction -- 2 Defining Sports, Technology, and Sportstech -- 2.1 The Definition of Sports -- 2.2 The Definition of Technology -- 2.3 The Definition of Sportstech -- 3 The Sportstech Industry -- 4 The SportsTech Matrix -- 4.1 User Angle -- 4.2 Tech Angle -- 4.3 How to Use the SportsTech Matrix -- 5 Summary and Conclusion -- References -- 3 How Thesis Driven Innovation Radars Could Benefit the Sports Industry -- Abstract -- 1 Introduction -- 2 The Case for Thesis Driven Innovation Radars -- 3 The Pace of Change Isn't an Illusion -- 4 The Corporate Thesis as a Theory of the Future -- 5 The Trend Radar as an Indicator of the Future -- 6 The Interplay of Thesis and Radar -- 7 The Role of TDIRs in the Sports Industry -- 8 Peloton Planning for the Future -- References -- Physical Technologies -- 4 Robotics, Automation, and the Future of Sports -- Abstract -- 1 The Opportunity for Robots in Sports and Components of Robotics and Automation -- 2 Behind the Rise of Robotics -- 3 Super Spectators: Robotics for Fan Immersion, Engagement, and Participation</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">4 Robots and Automation in Training and Strategy -- 5 Enhancing and Creating Sports with Robotics -- 6 Sports-Driven Robotic Developments -- 7 A Case Study of Robotics and Automation in Motorsports -- 8 Challenges and Opportunities in Broader Sports Robotics -- References -- 5 Robotics and AI: How Technology May Change the Way We Shape Our Bodies and What This Does to the Mind -- Abstract -- 1 Introduction -- 2 Issues with Control of Complex Mechanisms -- 3 The Turing Option -- 4 Case Studies of Robots, AI and Sports -- 5 Conclusions -- References -- 6 The Reach of Sports Technologies -- Abstract -- 1 Introduction: The Present State of Sport -- 2 The Quantified Self as a Starting Point of the IoT Sport Future -- 3 The Convergence of Sensors and Markerless Video -- 4 Effect of the IoT on Industry Verticals -- 4.1 The Insurance Conundrum -- 4.2 Smart Stadium as a Subset of Smart Cities -- 4.3 Divergence of Media and Data Rights in Broadcasting -- 5 Diffusion of Knowledge: Translating from Sport into Other Verticals -- 5.1 Transfer from Sport to Allied Health -- 5.2 Transfer from Sport into Occupational Health and Safety -- 5.3 Transfer from Sport into Defense -- References -- 7 The Future of Additive Manufacturing in Sports -- Abstract -- 1 Development of Additive Manufacturing -- 2 Additive Manufacturing in Sports Today -- 2.1 AM Sports Application Matrix -- 2.2 The Rise of AM Use Cases in Sports -- 2.3 Current AM Use Cases in Sports -- 3 Future Use Cases of Additive Manufacturing in Sports -- 3.1 Impact of Biathlon Equipment on Athlete's Performance -- 3.2 New Solution: Smart AM for Biathlon Equipment -- 3.3 Smart AM in Other Professional Sports -- 3.4 Smart AM for Commercial Sport Applications -- 4 Opportunities and Challenges for Additive Manufacturing in Sports -- References -- 8 The Current State and Future of Regenerative Sports Medicine</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">Abstract -- 1 Introduction -- 2 Regenerative Medicine -- 3 Cell Therapy -- 4 Bone Marrow Aspirate -- 5 Platelet Rich Plasma -- 6 Can Young Blood Infusions Stimulate Regeneration? -- 7 Exosome Therapy -- 8 Cartilage Tissue Engineering -- 9 Evidence-Based Medicine -- 10 Conclusions and Future Perspectives -- References -- Information Processing Technologies -- 9 Big Data, Artificial Intelligence, and Quantum Computing in Sports -- Abstract -- 1 Introduction -- 2 Sports' Journey Through the Supercollider -- 2.1 Power of Sensoring Systems -- 3 AI Techniques and Quantum Computing -- 3.1 AI Techniques -- 3.2 Quantum Computing -- 4 Winning and Fighting with the Strength of Numbers -- 4.1 Sports Analytics -- 4.2 Strategic Elite Athlete Development -- 4.3 Training and Tactical Analysis -- 5 Prometheus Bound: The Limits of Technology -- 5.1 What Is Natural? -- 5.2 Timeless Elements of Sports -- 5.3 Too Intrusive? -- 6 Conclusions -- References -- 10 The Data Revolution: Cloud Computing, Artificial Intelligence, and Machine Learning in the Future of Sports -- Abstract -- 1 Introduction -- 2 Opportunities in Sports and Definitions: Cloud Computing, Artificial Intelligence, and Machine Learning -- 2.1 Cloud Computing -- 2.2 Artificial Intelligence -- 2.3 Machine Learning -- 3 Data Revolution in Sports -- 4 The Game: Player Identification, Evaluation, and Selection -- 5 Optimizing for the Win: Game Strategy -- 6 Athlete Health and Performance -- 7 Smart Venues and Stadiums -- 8 Personalized Consumption of Sport -- 9 Ethical Implications -- References -- 11 Blockchain: From Fintech to the Future of Sport -- Abstract -- 1 Introduction -- 2 Blockchain Background -- 2.1 Bitcoin and Cryptocurrencies -- 2.2 Smart Contracts -- 3 Blockchain in Sports -- 3.1 On the Field -- 3.1.1 Recruiting/Assessment -- 3.1.2 Player Compensation -- 3.2 Off the Field -- 3.2.1 Gambling</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">3.3 Off Game Times -- 3.4 Memorabilia -- 3.4.1 Broadcast Content -- 4 Why This Won't Happen Today -- 5 What About Even Further in the Future? -- 5.1 "Amateur" Sports -- 5.2 Tokenized Contracts -- 6 Summary -- 12 Blockchain, Sport, and Navigating the Sportstech Dilemma -- 1 The Sport World-the Importance of Emotions and Competitive Balance -- 2 The Emerging Blockchain Landscape Within Sport-Main Categories -- 2.1 Sport Betting-18 Companies -- 2.2 Club and League Management-12 Companies -- 2.3 Ecosystem Development-10 Companies -- 2.4 Fantasy Sport-8 Companies -- 2.5 Health and Personal Integrity-6 Companies -- 2.6 Collectibles and Memorabilia-5 Companies -- 2.7 Talent Investment and Crowdfunding-4 Companies -- 3 Strategic Questions for Navigating the Sportstech Dilemma -- 3.1 Strategic Question 1: How Much Integration with the Existing Ecosystem Is Needed? -- 3.2 Strategic Question 2: Is It Time for a Hybrid Business Model? -- 3.3 Strategic Question 3: How Much (Inter)National Support Is Needed for Blockchain to Succeed? -- 4 The Crystal Ball: What Will Happen in 20 Years? -- References -- 13 The Rise of Emotion AI: Decoding Flow Experiences in Sports -- Abstract -- 1 Introduction -- 2 Advances in Emotion AI -- 3 Measuring Flow -- 4 The Biathlon Flow Study -- 5 The Future of Emotion AI Technologies in Sports -- References -- Human Interaction Technologies -- 14 Strategies to Reimagine the Stadium Experience -- Abstract -- 1 Attracting Fans to Stadiums in the Future -- 2 Scarcity -- 2.1 Fewer Games -- 2.2 Shorter Formats -- 3 Eventizing -- 3.1 Eventizing the Game -- 3.2 Eventizing the Season -- 3.3 Eventizing the Offseason -- 4 Frictionless Experiences -- 4.1 Pre-game -- 4.2 In-Game -- 4.3 Post-game -- 5 Satellite Stadiums -- 6 What Does the Future Hold for Sports Stadiums? -- References</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">15 Virtual Reality and Sports: The Rise of Mixed, Augmented, Immersive, and Esports Experiences -- Abstract -- 1 Introduction -- 2 Emerging Realities -- 3 XR and Sports Fan Engagement -- 4 Challenges for XR in Sports -- 5 Virtual Fan Experiences -- 6 XR for Players and Performance -- 7 Conclusion: The Future of XR in Sports -- References -- 16 Video Games, Technology, and Sport: The Future Is Interactive, Immersive, and Adaptive -- Abstract -- 1 Introduction -- 2 The Role of Interactive Media in Sport -- 3 The Future of Audience Experiences -- 3.1 The Active Spectator -- 3.2 Democratization of Sport Spectating -- 4 Playing with Reality -- 4.1 Augmented and Diminished Reality -- 4.2 Beyond the Sidelines -- 5 When Gamers Become Athletes and Athletes Become Players -- 6 The Future of Games -- 7 Conclusion -- References -- Final -- 17 Impossible Sports -- Abstract -- 1 Introduction -- 2 Overview -- 3 7:30-8:30 AM: Artificial Life-AI Pet Companion Racing -- 4 9:45-11:45 AM: Sensing-Calorie Racing -- 5 12:30-1:30 PM: Human Interface-AR Real-Life Soccer Legends -- 6 2-2:45 PM: Processing-Mental Sports -- 7 4-5 PM: Storage-Ambulance Racing -- 8 5:20-5:40 PM: Network-Avalanche Hunting -- 9 6-PM: Breathable Matter-Emission-Free Racing -- 10 7:10-8:30 PM: High Resolution Management-Warehouse Escape -- 11 9-10 PM: Legal Programming-Idle Sports -- 12 Conclusion -- References -- 18 Beyond 2030: What Sports Will Look like for the Athletes, Consumers, and Managers -- Abstract -- 1 Sports Industry Outlook 2030-2050 -- 1.1 Athlete After 2030 -- 1.1.1 Able-Bodied, Unassisted Athletes -- 1.1.2 Athletes Assisted by Technology -- 1.1.3 Robot Athletes -- 1.1.4 Mental Athletes -- 1.1.5 Virtual Athlete -- 1.2 Consumer After 2030 -- 1.3 Manager (of Sports Business) After 2030 -- 2 And Beyond... -- 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genre | (DE-588)4143413-4 Aufsatzsammlung gnd-content |
genre_facet | Aufsatzsammlung |
id | DE-604.BV048224145 |
illustrated | Not Illustrated |
indexdate | 2024-12-20T19:38:57Z |
institution | BVB |
isbn | 9783030508012 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-033604878 |
oclc_num | 1198386363 |
open_access_boolean | |
owner | DE-2070s |
owner_facet | DE-2070s |
physical | 1 Online-Ressource (303 Seiten) |
psigel | ZDB-30-PQE ZDB-30-PQE HWR_PDA_PQE |
publishDate | 2020 |
publishDateSearch | 2020 |
publishDateSort | 2020 |
publisher | Springer International Publishing AG |
record_format | marc |
series2 | Future of Business and Finance Ser |
spelling | Schmidt, Sascha L. Verfasser aut 21st Century Sports How Technologies Will Change Sports in the Digital Age Cham Springer International Publishing AG 2020 ©2020 1 Online-Ressource (303 Seiten) txt rdacontent c rdamedia cr rdacarrier Future of Business and Finance Ser Description based on publisher supplied metadata and other sources Intro -- Foreword -- Preface -- Acknowledgements -- Contents -- Editor and Contributors -- Introduction -- 1 How Technologies Impact Sports in the Digital Age -- Abstract -- 1 The Growing Business of Sports -- 2 The Dynamic Sports-Technology Relationship -- 2.1 Technology Improves Athlete Performance -- 2.2 Technology Improves Sport Consumption -- 2.3 Technology Improves Sports Management and Governance -- 2.4 Technology Enables New Classes of Athletes in Existing Competitions -- 2.5 Technology Drives the Development of New Sports -- 3 Emerging Technologies Will Shape the Future of Sports -- 3.1 Quantitative Versus Qualitative Technology Forecasting -- 3.2 Selection of Emerging Technologies Relevant to Sports -- 3.3 Book Structure -- References -- 2 Taxonomy of Sportstech -- Abstract -- 1 Introduction -- 2 Defining Sports, Technology, and Sportstech -- 2.1 The Definition of Sports -- 2.2 The Definition of Technology -- 2.3 The Definition of Sportstech -- 3 The Sportstech Industry -- 4 The SportsTech Matrix -- 4.1 User Angle -- 4.2 Tech Angle -- 4.3 How to Use the SportsTech Matrix -- 5 Summary and Conclusion -- References -- 3 How Thesis Driven Innovation Radars Could Benefit the Sports Industry -- Abstract -- 1 Introduction -- 2 The Case for Thesis Driven Innovation Radars -- 3 The Pace of Change Isn't an Illusion -- 4 The Corporate Thesis as a Theory of the Future -- 5 The Trend Radar as an Indicator of the Future -- 6 The Interplay of Thesis and Radar -- 7 The Role of TDIRs in the Sports Industry -- 8 Peloton Planning for the Future -- References -- Physical Technologies -- 4 Robotics, Automation, and the Future of Sports -- Abstract -- 1 The Opportunity for Robots in Sports and Components of Robotics and Automation -- 2 Behind the Rise of Robotics -- 3 Super Spectators: Robotics for Fan Immersion, Engagement, and Participation 4 Robots and Automation in Training and Strategy -- 5 Enhancing and Creating Sports with Robotics -- 6 Sports-Driven Robotic Developments -- 7 A Case Study of Robotics and Automation in Motorsports -- 8 Challenges and Opportunities in Broader Sports Robotics -- References -- 5 Robotics and AI: How Technology May Change the Way We Shape Our Bodies and What This Does to the Mind -- Abstract -- 1 Introduction -- 2 Issues with Control of Complex Mechanisms -- 3 The Turing Option -- 4 Case Studies of Robots, AI and Sports -- 5 Conclusions -- References -- 6 The Reach of Sports Technologies -- Abstract -- 1 Introduction: The Present State of Sport -- 2 The Quantified Self as a Starting Point of the IoT Sport Future -- 3 The Convergence of Sensors and Markerless Video -- 4 Effect of the IoT on Industry Verticals -- 4.1 The Insurance Conundrum -- 4.2 Smart Stadium as a Subset of Smart Cities -- 4.3 Divergence of Media and Data Rights in Broadcasting -- 5 Diffusion of Knowledge: Translating from Sport into Other Verticals -- 5.1 Transfer from Sport to Allied Health -- 5.2 Transfer from Sport into Occupational Health and Safety -- 5.3 Transfer from Sport into Defense -- References -- 7 The Future of Additive Manufacturing in Sports -- Abstract -- 1 Development of Additive Manufacturing -- 2 Additive Manufacturing in Sports Today -- 2.1 AM Sports Application Matrix -- 2.2 The Rise of AM Use Cases in Sports -- 2.3 Current AM Use Cases in Sports -- 3 Future Use Cases of Additive Manufacturing in Sports -- 3.1 Impact of Biathlon Equipment on Athlete's Performance -- 3.2 New Solution: Smart AM for Biathlon Equipment -- 3.3 Smart AM in Other Professional Sports -- 3.4 Smart AM for Commercial Sport Applications -- 4 Opportunities and Challenges for Additive Manufacturing in Sports -- References -- 8 The Current State and Future of Regenerative Sports Medicine Abstract -- 1 Introduction -- 2 Regenerative Medicine -- 3 Cell Therapy -- 4 Bone Marrow Aspirate -- 5 Platelet Rich Plasma -- 6 Can Young Blood Infusions Stimulate Regeneration? -- 7 Exosome Therapy -- 8 Cartilage Tissue Engineering -- 9 Evidence-Based Medicine -- 10 Conclusions and Future Perspectives -- References -- Information Processing Technologies -- 9 Big Data, Artificial Intelligence, and Quantum Computing in Sports -- Abstract -- 1 Introduction -- 2 Sports' Journey Through the Supercollider -- 2.1 Power of Sensoring Systems -- 3 AI Techniques and Quantum Computing -- 3.1 AI Techniques -- 3.2 Quantum Computing -- 4 Winning and Fighting with the Strength of Numbers -- 4.1 Sports Analytics -- 4.2 Strategic Elite Athlete Development -- 4.3 Training and Tactical Analysis -- 5 Prometheus Bound: The Limits of Technology -- 5.1 What Is Natural? -- 5.2 Timeless Elements of Sports -- 5.3 Too Intrusive? -- 6 Conclusions -- References -- 10 The Data Revolution: Cloud Computing, Artificial Intelligence, and Machine Learning in the Future of Sports -- Abstract -- 1 Introduction -- 2 Opportunities in Sports and Definitions: Cloud Computing, Artificial Intelligence, and Machine Learning -- 2.1 Cloud Computing -- 2.2 Artificial Intelligence -- 2.3 Machine Learning -- 3 Data Revolution in Sports -- 4 The Game: Player Identification, Evaluation, and Selection -- 5 Optimizing for the Win: Game Strategy -- 6 Athlete Health and Performance -- 7 Smart Venues and Stadiums -- 8 Personalized Consumption of Sport -- 9 Ethical Implications -- References -- 11 Blockchain: From Fintech to the Future of Sport -- Abstract -- 1 Introduction -- 2 Blockchain Background -- 2.1 Bitcoin and Cryptocurrencies -- 2.2 Smart Contracts -- 3 Blockchain in Sports -- 3.1 On the Field -- 3.1.1 Recruiting/Assessment -- 3.1.2 Player Compensation -- 3.2 Off the Field -- 3.2.1 Gambling 3.3 Off Game Times -- 3.4 Memorabilia -- 3.4.1 Broadcast Content -- 4 Why This Won't Happen Today -- 5 What About Even Further in the Future? -- 5.1 "Amateur" Sports -- 5.2 Tokenized Contracts -- 6 Summary -- 12 Blockchain, Sport, and Navigating the Sportstech Dilemma -- 1 The Sport World-the Importance of Emotions and Competitive Balance -- 2 The Emerging Blockchain Landscape Within Sport-Main Categories -- 2.1 Sport Betting-18 Companies -- 2.2 Club and League Management-12 Companies -- 2.3 Ecosystem Development-10 Companies -- 2.4 Fantasy Sport-8 Companies -- 2.5 Health and Personal Integrity-6 Companies -- 2.6 Collectibles and Memorabilia-5 Companies -- 2.7 Talent Investment and Crowdfunding-4 Companies -- 3 Strategic Questions for Navigating the Sportstech Dilemma -- 3.1 Strategic Question 1: How Much Integration with the Existing Ecosystem Is Needed? -- 3.2 Strategic Question 2: Is It Time for a Hybrid Business Model? -- 3.3 Strategic Question 3: How Much (Inter)National Support Is Needed for Blockchain to Succeed? -- 4 The Crystal Ball: What Will Happen in 20 Years? -- References -- 13 The Rise of Emotion AI: Decoding Flow Experiences in Sports -- Abstract -- 1 Introduction -- 2 Advances in Emotion AI -- 3 Measuring Flow -- 4 The Biathlon Flow Study -- 5 The Future of Emotion AI Technologies in Sports -- References -- Human Interaction Technologies -- 14 Strategies to Reimagine the Stadium Experience -- Abstract -- 1 Attracting Fans to Stadiums in the Future -- 2 Scarcity -- 2.1 Fewer Games -- 2.2 Shorter Formats -- 3 Eventizing -- 3.1 Eventizing the Game -- 3.2 Eventizing the Season -- 3.3 Eventizing the Offseason -- 4 Frictionless Experiences -- 4.1 Pre-game -- 4.2 In-Game -- 4.3 Post-game -- 5 Satellite Stadiums -- 6 What Does the Future Hold for Sports Stadiums? -- References 15 Virtual Reality and Sports: The Rise of Mixed, Augmented, Immersive, and Esports Experiences -- Abstract -- 1 Introduction -- 2 Emerging Realities -- 3 XR and Sports Fan Engagement -- 4 Challenges for XR in Sports -- 5 Virtual Fan Experiences -- 6 XR for Players and Performance -- 7 Conclusion: The Future of XR in Sports -- References -- 16 Video Games, Technology, and Sport: The Future Is Interactive, Immersive, and Adaptive -- Abstract -- 1 Introduction -- 2 The Role of Interactive Media in Sport -- 3 The Future of Audience Experiences -- 3.1 The Active Spectator -- 3.2 Democratization of Sport Spectating -- 4 Playing with Reality -- 4.1 Augmented and Diminished Reality -- 4.2 Beyond the Sidelines -- 5 When Gamers Become Athletes and Athletes Become Players -- 6 The Future of Games -- 7 Conclusion -- References -- Final -- 17 Impossible Sports -- Abstract -- 1 Introduction -- 2 Overview -- 3 7:30-8:30 AM: Artificial Life-AI Pet Companion Racing -- 4 9:45-11:45 AM: Sensing-Calorie Racing -- 5 12:30-1:30 PM: Human Interface-AR Real-Life Soccer Legends -- 6 2-2:45 PM: Processing-Mental Sports -- 7 4-5 PM: Storage-Ambulance Racing -- 8 5:20-5:40 PM: Network-Avalanche Hunting -- 9 6-PM: Breathable Matter-Emission-Free Racing -- 10 7:10-8:30 PM: High Resolution Management-Warehouse Escape -- 11 9-10 PM: Legal Programming-Idle Sports -- 12 Conclusion -- References -- 18 Beyond 2030: What Sports Will Look like for the Athletes, Consumers, and Managers -- Abstract -- 1 Sports Industry Outlook 2030-2050 -- 1.1 Athlete After 2030 -- 1.1.1 Able-Bodied, Unassisted Athletes -- 1.1.2 Athletes Assisted by Technology -- 1.1.3 Robot Athletes -- 1.1.4 Mental Athletes -- 1.1.5 Virtual Athlete -- 1.2 Consumer After 2030 -- 1.3 Manager (of Sports Business) After 2030 -- 2 And Beyond... -- References Sports sciences Management science Sports-Technological innovations Sportwirtschaft (DE-588)1026941148 gnd rswk-swf Geschäftsmodell (DE-588)7737985-8 gnd rswk-swf Robotik (DE-588)4261462-4 gnd rswk-swf Technischer Fortschritt (DE-588)4059252-2 gnd rswk-swf Technologie (DE-588)4059276-5 gnd rswk-swf Sport (DE-588)4056366-2 gnd rswk-swf Sektoraler Strukturwandel (DE-588)4126823-4 gnd rswk-swf Digitale Revolution (DE-588)7854804-4 gnd rswk-swf Verbraucherverhalten (DE-588)4062644-1 gnd rswk-swf Zukunft (DE-588)4068097-6 gnd rswk-swf Digitalisierung (DE-588)4123065-6 gnd rswk-swf (DE-588)4143413-4 Aufsatzsammlung gnd-content Sport (DE-588)4056366-2 s Technologie (DE-588)4059276-5 s Zukunft (DE-588)4068097-6 s DE-604 Digitalisierung (DE-588)4123065-6 s Technischer Fortschritt (DE-588)4059252-2 s Verbraucherverhalten (DE-588)4062644-1 s Geschäftsmodell (DE-588)7737985-8 s Sektoraler Strukturwandel (DE-588)4126823-4 s Sportwirtschaft (DE-588)1026941148 s Digitale Revolution (DE-588)7854804-4 s Robotik (DE-588)4261462-4 s Erscheint auch als Druck-Ausgabe Schmidt, Sascha L. 21st Century Sports Cham : Springer International Publishing AG,c2020 9783030508005 |
spellingShingle | Schmidt, Sascha L. 21st Century Sports How Technologies Will Change Sports in the Digital Age Intro -- Foreword -- Preface -- Acknowledgements -- Contents -- Editor and Contributors -- Introduction -- 1 How Technologies Impact Sports in the Digital Age -- Abstract -- 1 The Growing Business of Sports -- 2 The Dynamic Sports-Technology Relationship -- 2.1 Technology Improves Athlete Performance -- 2.2 Technology Improves Sport Consumption -- 2.3 Technology Improves Sports Management and Governance -- 2.4 Technology Enables New Classes of Athletes in Existing Competitions -- 2.5 Technology Drives the Development of New Sports -- 3 Emerging Technologies Will Shape the Future of Sports -- 3.1 Quantitative Versus Qualitative Technology Forecasting -- 3.2 Selection of Emerging Technologies Relevant to Sports -- 3.3 Book Structure -- References -- 2 Taxonomy of Sportstech -- Abstract -- 1 Introduction -- 2 Defining Sports, Technology, and Sportstech -- 2.1 The Definition of Sports -- 2.2 The Definition of Technology -- 2.3 The Definition of Sportstech -- 3 The Sportstech Industry -- 4 The SportsTech Matrix -- 4.1 User Angle -- 4.2 Tech Angle -- 4.3 How to Use the SportsTech Matrix -- 5 Summary and Conclusion -- References -- 3 How Thesis Driven Innovation Radars Could Benefit the Sports Industry -- Abstract -- 1 Introduction -- 2 The Case for Thesis Driven Innovation Radars -- 3 The Pace of Change Isn't an Illusion -- 4 The Corporate Thesis as a Theory of the Future -- 5 The Trend Radar as an Indicator of the Future -- 6 The Interplay of Thesis and Radar -- 7 The Role of TDIRs in the Sports Industry -- 8 Peloton Planning for the Future -- References -- Physical Technologies -- 4 Robotics, Automation, and the Future of Sports -- Abstract -- 1 The Opportunity for Robots in Sports and Components of Robotics and Automation -- 2 Behind the Rise of Robotics -- 3 Super Spectators: Robotics for Fan Immersion, Engagement, and Participation 4 Robots and Automation in Training and Strategy -- 5 Enhancing and Creating Sports with Robotics -- 6 Sports-Driven Robotic Developments -- 7 A Case Study of Robotics and Automation in Motorsports -- 8 Challenges and Opportunities in Broader Sports Robotics -- References -- 5 Robotics and AI: How Technology May Change the Way We Shape Our Bodies and What This Does to the Mind -- Abstract -- 1 Introduction -- 2 Issues with Control of Complex Mechanisms -- 3 The Turing Option -- 4 Case Studies of Robots, AI and Sports -- 5 Conclusions -- References -- 6 The Reach of Sports Technologies -- Abstract -- 1 Introduction: The Present State of Sport -- 2 The Quantified Self as a Starting Point of the IoT Sport Future -- 3 The Convergence of Sensors and Markerless Video -- 4 Effect of the IoT on Industry Verticals -- 4.1 The Insurance Conundrum -- 4.2 Smart Stadium as a Subset of Smart Cities -- 4.3 Divergence of Media and Data Rights in Broadcasting -- 5 Diffusion of Knowledge: Translating from Sport into Other Verticals -- 5.1 Transfer from Sport to Allied Health -- 5.2 Transfer from Sport into Occupational Health and Safety -- 5.3 Transfer from Sport into Defense -- References -- 7 The Future of Additive Manufacturing in Sports -- Abstract -- 1 Development of Additive Manufacturing -- 2 Additive Manufacturing in Sports Today -- 2.1 AM Sports Application Matrix -- 2.2 The Rise of AM Use Cases in Sports -- 2.3 Current AM Use Cases in Sports -- 3 Future Use Cases of Additive Manufacturing in Sports -- 3.1 Impact of Biathlon Equipment on Athlete's Performance -- 3.2 New Solution: Smart AM for Biathlon Equipment -- 3.3 Smart AM in Other Professional Sports -- 3.4 Smart AM for Commercial Sport Applications -- 4 Opportunities and Challenges for Additive Manufacturing in Sports -- References -- 8 The Current State and Future of Regenerative Sports Medicine Abstract -- 1 Introduction -- 2 Regenerative Medicine -- 3 Cell Therapy -- 4 Bone Marrow Aspirate -- 5 Platelet Rich Plasma -- 6 Can Young Blood Infusions Stimulate Regeneration? -- 7 Exosome Therapy -- 8 Cartilage Tissue Engineering -- 9 Evidence-Based Medicine -- 10 Conclusions and Future Perspectives -- References -- Information Processing Technologies -- 9 Big Data, Artificial Intelligence, and Quantum Computing in Sports -- Abstract -- 1 Introduction -- 2 Sports' Journey Through the Supercollider -- 2.1 Power of Sensoring Systems -- 3 AI Techniques and Quantum Computing -- 3.1 AI Techniques -- 3.2 Quantum Computing -- 4 Winning and Fighting with the Strength of Numbers -- 4.1 Sports Analytics -- 4.2 Strategic Elite Athlete Development -- 4.3 Training and Tactical Analysis -- 5 Prometheus Bound: The Limits of Technology -- 5.1 What Is Natural? -- 5.2 Timeless Elements of Sports -- 5.3 Too Intrusive? -- 6 Conclusions -- References -- 10 The Data Revolution: Cloud Computing, Artificial Intelligence, and Machine Learning in the Future of Sports -- Abstract -- 1 Introduction -- 2 Opportunities in Sports and Definitions: Cloud Computing, Artificial Intelligence, and Machine Learning -- 2.1 Cloud Computing -- 2.2 Artificial Intelligence -- 2.3 Machine Learning -- 3 Data Revolution in Sports -- 4 The Game: Player Identification, Evaluation, and Selection -- 5 Optimizing for the Win: Game Strategy -- 6 Athlete Health and Performance -- 7 Smart Venues and Stadiums -- 8 Personalized Consumption of Sport -- 9 Ethical Implications -- References -- 11 Blockchain: From Fintech to the Future of Sport -- Abstract -- 1 Introduction -- 2 Blockchain Background -- 2.1 Bitcoin and Cryptocurrencies -- 2.2 Smart Contracts -- 3 Blockchain in Sports -- 3.1 On the Field -- 3.1.1 Recruiting/Assessment -- 3.1.2 Player Compensation -- 3.2 Off the Field -- 3.2.1 Gambling 3.3 Off Game Times -- 3.4 Memorabilia -- 3.4.1 Broadcast Content -- 4 Why This Won't Happen Today -- 5 What About Even Further in the Future? -- 5.1 "Amateur" Sports -- 5.2 Tokenized Contracts -- 6 Summary -- 12 Blockchain, Sport, and Navigating the Sportstech Dilemma -- 1 The Sport World-the Importance of Emotions and Competitive Balance -- 2 The Emerging Blockchain Landscape Within Sport-Main Categories -- 2.1 Sport Betting-18 Companies -- 2.2 Club and League Management-12 Companies -- 2.3 Ecosystem Development-10 Companies -- 2.4 Fantasy Sport-8 Companies -- 2.5 Health and Personal Integrity-6 Companies -- 2.6 Collectibles and Memorabilia-5 Companies -- 2.7 Talent Investment and Crowdfunding-4 Companies -- 3 Strategic Questions for Navigating the Sportstech Dilemma -- 3.1 Strategic Question 1: How Much Integration with the Existing Ecosystem Is Needed? -- 3.2 Strategic Question 2: Is It Time for a Hybrid Business Model? -- 3.3 Strategic Question 3: How Much (Inter)National Support Is Needed for Blockchain to Succeed? -- 4 The Crystal Ball: What Will Happen in 20 Years? -- References -- 13 The Rise of Emotion AI: Decoding Flow Experiences in Sports -- Abstract -- 1 Introduction -- 2 Advances in Emotion AI -- 3 Measuring Flow -- 4 The Biathlon Flow Study -- 5 The Future of Emotion AI Technologies in Sports -- References -- Human Interaction Technologies -- 14 Strategies to Reimagine the Stadium Experience -- Abstract -- 1 Attracting Fans to Stadiums in the Future -- 2 Scarcity -- 2.1 Fewer Games -- 2.2 Shorter Formats -- 3 Eventizing -- 3.1 Eventizing the Game -- 3.2 Eventizing the Season -- 3.3 Eventizing the Offseason -- 4 Frictionless Experiences -- 4.1 Pre-game -- 4.2 In-Game -- 4.3 Post-game -- 5 Satellite Stadiums -- 6 What Does the Future Hold for Sports Stadiums? -- References 15 Virtual Reality and Sports: The Rise of Mixed, Augmented, Immersive, and Esports Experiences -- Abstract -- 1 Introduction -- 2 Emerging Realities -- 3 XR and Sports Fan Engagement -- 4 Challenges for XR in Sports -- 5 Virtual Fan Experiences -- 6 XR for Players and Performance -- 7 Conclusion: The Future of XR in Sports -- References -- 16 Video Games, Technology, and Sport: The Future Is Interactive, Immersive, and Adaptive -- Abstract -- 1 Introduction -- 2 The Role of Interactive Media in Sport -- 3 The Future of Audience Experiences -- 3.1 The Active Spectator -- 3.2 Democratization of Sport Spectating -- 4 Playing with Reality -- 4.1 Augmented and Diminished Reality -- 4.2 Beyond the Sidelines -- 5 When Gamers Become Athletes and Athletes Become Players -- 6 The Future of Games -- 7 Conclusion -- References -- Final -- 17 Impossible Sports -- Abstract -- 1 Introduction -- 2 Overview -- 3 7:30-8:30 AM: Artificial Life-AI Pet Companion Racing -- 4 9:45-11:45 AM: Sensing-Calorie Racing -- 5 12:30-1:30 PM: Human Interface-AR Real-Life Soccer Legends -- 6 2-2:45 PM: Processing-Mental Sports -- 7 4-5 PM: Storage-Ambulance Racing -- 8 5:20-5:40 PM: Network-Avalanche Hunting -- 9 6-PM: Breathable Matter-Emission-Free Racing -- 10 7:10-8:30 PM: High Resolution Management-Warehouse Escape -- 11 9-10 PM: Legal Programming-Idle Sports -- 12 Conclusion -- References -- 18 Beyond 2030: What Sports Will Look like for the Athletes, Consumers, and Managers -- Abstract -- 1 Sports Industry Outlook 2030-2050 -- 1.1 Athlete After 2030 -- 1.1.1 Able-Bodied, Unassisted Athletes -- 1.1.2 Athletes Assisted by Technology -- 1.1.3 Robot Athletes -- 1.1.4 Mental Athletes -- 1.1.5 Virtual Athlete -- 1.2 Consumer After 2030 -- 1.3 Manager (of Sports Business) After 2030 -- 2 And Beyond... -- References Sports sciences Management science Sports-Technological innovations Sportwirtschaft (DE-588)1026941148 gnd Geschäftsmodell (DE-588)7737985-8 gnd Robotik (DE-588)4261462-4 gnd Technischer Fortschritt (DE-588)4059252-2 gnd Technologie (DE-588)4059276-5 gnd Sport (DE-588)4056366-2 gnd Sektoraler Strukturwandel (DE-588)4126823-4 gnd Digitale Revolution (DE-588)7854804-4 gnd Verbraucherverhalten (DE-588)4062644-1 gnd Zukunft (DE-588)4068097-6 gnd Digitalisierung (DE-588)4123065-6 gnd |
subject_GND | (DE-588)1026941148 (DE-588)7737985-8 (DE-588)4261462-4 (DE-588)4059252-2 (DE-588)4059276-5 (DE-588)4056366-2 (DE-588)4126823-4 (DE-588)7854804-4 (DE-588)4062644-1 (DE-588)4068097-6 (DE-588)4123065-6 (DE-588)4143413-4 |
title | 21st Century Sports How Technologies Will Change Sports in the Digital Age |
title_auth | 21st Century Sports How Technologies Will Change Sports in the Digital Age |
title_exact_search | 21st Century Sports How Technologies Will Change Sports in the Digital Age |
title_full | 21st Century Sports How Technologies Will Change Sports in the Digital Age |
title_fullStr | 21st Century Sports How Technologies Will Change Sports in the Digital Age |
title_full_unstemmed | 21st Century Sports How Technologies Will Change Sports in the Digital Age |
title_short | 21st Century Sports |
title_sort | 21st century sports how technologies will change sports in the digital age |
title_sub | How Technologies Will Change Sports in the Digital Age |
topic | Sports sciences Management science Sports-Technological innovations Sportwirtschaft (DE-588)1026941148 gnd Geschäftsmodell (DE-588)7737985-8 gnd Robotik (DE-588)4261462-4 gnd Technischer Fortschritt (DE-588)4059252-2 gnd Technologie (DE-588)4059276-5 gnd Sport (DE-588)4056366-2 gnd Sektoraler Strukturwandel (DE-588)4126823-4 gnd Digitale Revolution (DE-588)7854804-4 gnd Verbraucherverhalten (DE-588)4062644-1 gnd Zukunft (DE-588)4068097-6 gnd Digitalisierung (DE-588)4123065-6 gnd |
topic_facet | Sports sciences Management science Sports-Technological innovations Sportwirtschaft Geschäftsmodell Robotik Technischer Fortschritt Technologie Sport Sektoraler Strukturwandel Digitale Revolution Verbraucherverhalten Zukunft Digitalisierung Aufsatzsammlung |
work_keys_str_mv | AT schmidtsaschal 21stcenturysportshowtechnologieswillchangesportsinthedigitalage |