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The Current and Future Applications of Information Technology in Sports Management By Mark Peters
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Introduction Information technology is currently used in sports management to: Gain a competitive advantage Maximize revenues Potential future applications
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Gaining a Competitive Advantage Wearable technology Tailor workouts to the needs of players (Soper, 2015) Influence important in-game decisions (Soper, 2015) Player data collection and analysis Contract with numerous organizations (Swartz, 2013) Employees specifically dedicated to maintaining and analyzing the data (Swartz, 2013)
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Gaining a Competitive Advantage (cont.) Mobile recruiting applications Showcase campus and facilities digitally (Schnell, 2015) Track calls to prospects (Schnell, 2015)
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Maximizing Revenues Stadium improvements Free and upgraded wireless networks (Hammond, 2014) Services via mobile applications (Hammond, 2014) Changes in ticket sales Dynamic pricing of tickets (Rishe, 2012) Reselling unused season-ticket holders tickets (Chipman, 2015)
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Potential Future Applications Player data analysis is a relatively young field Plethora of data, but analysis lags behind (Steinberg, 2015) May go beyond simple talent levels to analyze emotional stability and optimize eating and sleeping routines (Steinberg, 2015; Chipman, 2015) Virtual season tickets Include virtual tours and interactions (Dolich, 2013) Unlimited, with no additional requirements per ticket sold (Dolich, 2013) Virtual reality in sports training (Chipman, 2015)
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Conclusion Competitive advantage: Wearable technology Player data collection and analysis Mobile recruiting applications Maximizing revenues: Stadium improvements Dynamic ticket pricing Future applications: Improved and expanded player data analysis Virtual season tickets Virtual reality in sports training
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References Chipman, I. (2015, May 1). Five Trends Shaping the Future of Sports. Stanford Graduate School of Business. Retrieved October 11, 2015, from https://www.gsb.stanford.edu/insights/five-trends-shaping-future-sports Dolich, A. (2013, September 16). Virtual season tickets could produce real revenue for teams. Street & Smith’s SportsBusiness Journal. Retrieved October 11, 2015, from http://www.sportsbusinessdaily.com/Journal/Issues/2013/09/16/Opinion/An dy-Dolich.aspx Hammond, T. (2014). Stadiums race to digitize: How sports teams are scrambling to keep Millennials coming to games. TechRepublic. Retrieved October 11, 2015, from http://www.techrepublic.com/article/how-sports- teams-are-scrambling-to-keep-millennials-coming-to-games/ Rishe, P. (2012, January 6). Dynamic Pricing: The Future of Ticket Pricing in Sports. Forbes. Retrieved October 11, 2015, from http://www.forbes.com/sites/prishe/2012/01/06/dynamic-pricing-the- future-of-ticket-pricing-in-sports/
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References (cont.) Schnell, L. (2015, June 23). Technology in college football: How are mobile apps impacting recruiting? Sports Illustrated. Retrieved October 11, 2015, from http://www.si.com/college-football/2015/06/22/college-football- technology-recruiting-apps Soper, T. (2015, January 7). How the German national soccer team used wearable technology to win the World Cup. GeekWire. Retrieved October 11, 2015, from http://www.geekwire.com/2015/german-national-soccer-team- used-wearable-technology-win-world-cup/ Steinberg, L. (2015, August 18). CHANGING THE GAME: The Rise of Sports Analytics. Forbes. Retrieved October 11, 2015, from http://www.forbes.com/sites/leighsteinberg/2015/08/18/changing-the- game-the-rise-of-sports-analytics/ Swartz, J. (2013, March 31). San Francisco Giants ride Techball to the top. USA TODAY. Retrieved October 11, 2015, from http://www.usatoday.com/story/tech/2013/03/31/giants-social-media- world-series-technology/2013497/
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