Revista Intercontinental de Gestão Desportiva - RIGD (Intercontinental Journal of Sport Management) ISSN 2237-3373
http://www.rigd.periodikos.com.br/article/doi/10.51995/2237-3373.v13i3e110060

Revista Intercontinental de Gestão Desportiva - RIGD (Intercontinental Journal of Sport Management) ISSN 2237-3373

Essay

What is sports management in the digital age?

Downloads: 6
Views: 212

Abstract

The essay discusses the increasing adoption of innovative technologies in sports management and the complexity of the digital era. The digital era is defined as the period in which digital technology has become an integral part of society, changing the way people interact, communicate, and access information. The essay questions whether we are in a permanent culture of organizational transition in sports management due to the transition from Web 2.0 to Web 3.0 and now to Web 4.0. The author proposes the term "transition management" to describe the organizational culture involving permanent changes caused by the transition to digital forms of production and consumption of sports content, as well as the need to understand the meaning of disruptive innovation and the phenomenon of the "uberization" of sport. The essay highlights the complexities and uncertainties arising from advanced technologies such as artificial intelligence, which can operate autonomously and raise concerns about the relevance of humanity in decision-making about its very existence.

Keywords

Digital era, uberization, disruptive innovation, transition management

References

Anderson, P. (2016). Beyond Web 2.0. In Web 2.0 and beyond (pp. 325–346). Chapman and Hall/CRC. doi:10.1201/b12087-20

Andrew, J., & Baker, M. (2021). The general data protection regulation in the age of surveillance capitalism. Journal of Business Ethics, 168(3), 565–578. doi:10.1007/s10551-019-04239-z

Andrews, D. L. (2019). Making sport great again. Cham: Springer International Publishing. doi:10.1007/978-3-030-15002-0

Balusamy, B., Nandhini Abirami, R., Kadry, S., & Gandomi, A. H. (2021). Big Data. Wiley. doi:10.1002/9781119701859

Barnhill, C. R., & Smith, N. L. (2022). Organizational behavior and digital transformation in sport. In The Routledge Handbook of Digital Sport Management (pp. 7–21). London: Routledge. doi:10.4324/9781003088899-3

Besombes, N., Lech, A., & Collard, L. (2016). Corps et motricité dans la pratique du jeu vidéo. Corps, N° 14(1), 49–57. doi:10.3917/corp1.014.0049

Bourdieu, P. (2014). Ce que parler veut dire: l’économie des échanges linguistiques. Paris: Fayard.

Callède, J. P. (2011). Virtu@lité et sport. (J.-P. Callède, Ed.). Maison des Sciences de l’Homme d’Aquitaine. doi:10.4000/books.msha.10677. https://zwiftinsider.com/zwift-stats/ consultado em janeiro de 2023 11 Santos 2023, Vol. 13, n. 3, e110060

Clastres, P., & Dietschy, P. (2006). Sport, société et culture en France du XIXe siècle à nos jours . Paris: Hachette. de Masi, D. (2003). Criatividade e grupos criativos. Rio de Janeiro: Editora Sextante.

Forestier, F., Bonot, F., Changy, O., & Dufour, M. (2020). Désubériser, reprendre le contôle. Paris: Éditions du Faubourg.

Gentina, E. (2020). Generation Z in Asia: a research agenda. In The New Generation Z in Asia: Dynamics, Differences, Digitalisation (pp. 3–19). Emerald Publishing Limited. doi:10.1108/978-1-80043-220-820201002 Harari, Y. N. (2016). Homo Deus. São Paulo: Editora Companhia das Letras. doi:10.17104/9783406704024

Hardman, A. (2012). Sport, technology and the body. Sport, Ethics and Philosophy, 6(1), 78– 81. doi:10.1080/17511321.2011.587199

Horne, J. (2013). Sporting mega‐events, urban modernity, and architecture. In A Companion to Sport (pp. 427–444). Wiley. doi:10.1002/9781118325261.ch25

Howell, O. (2005). The “Creative Class” and the gentrifying city. Journal of Architectural Education, 59(2), 32–42. doi:10.1111/j.1531- 314X.2005.00014.x

Hughes, J. (2004). Citizen cyborg: why democratic societies must respond to the redesigned human of the future. Cambridge: Westview Press.

Kurzweil, R. (2014). The singularity is near. In Ethics and Emerging Technologies (pp. 393– 406). London: Palgrave Macmillan UK. doi:10.1057/9781137349088_26

Lupton, D. (2013). Quantifying the body: monitoring and measuring health in the age of mHealth technologies. Critical Public Health, 23(4), 393–403. doi:10.1080/09581596.2013.794931

Lupton, D. (2014). Digital sociology. London: Routledge. doi:10.4324/9781315776880

Lupton, D. (2018a). Digital health: critical and cross-disciplinary perspectives. New York: Routledge.

Lupton, D. (2018b). How do data come to matter? Living and becoming with personal data. Big Data & Society, 5(2), 205395171878631. doi:10.1177/2053951718786314

Mead, W. R., & Kurzweil, R. (2006). The singularity is near: when humans transcend biology. Foreign Affairs, 85(3), 160. doi:10.2307/20031996

Morgan, W. J. (1992). Mortal engines: the science of performance and the dehumanization of sport by John M. Hoberman. Journal of the Philosophy of Sport, 19(1), 101–106. doi:10.1080/00948705.1992.9714498

Parry, J. (2019). E-sports are Not Sports. Sport, Ethics and Philosophy, 13(1), 3–18. doi:10.1080/17511321.2018.1489419

Predoiu, L., & Zhdanova, A. (2008). Semantic Web languages and ontologies. In Encyclopedia of Internet Technologies and Applications (pp. 512–518). IGI Global. doi:10.4018/978-1-59140-993-9.ch072

Queval, I. (2020).  La fabrique des surhommes : corps entraîné, corps dopé, corps augmenté. In La chimie et le sport (pp. 77–98). EDP Sciences. doi:10.1051/978-2-7598-0940- 0.c005

Ratten, V. (2016). Sport innovation management: towards a research agenda. Innovation, 18(3), 238–250. doi:10.1080/14479338.2016.1244471

Reed, J., Dunn, C., Beames, S., & Stonehouse, P. (2022). E‘ride on!’: the zwift platform as a space for virtual leisure. Leisure Studies, 1– 15. doi:10.1080/02614367.2022.2088836

Santos, A. (2019). Desporto / Esport, uma reflexão sobre o corpo e as novas tecnologias digitais. In A. Teixeira & J. Duque (Eds.), Desporto, Humanismo e Tecnologia (pp. 60– 70). Lisboa: Atena Editora.

Santos, Ana. (2011). Volta a Portugal em bicicleta, narrativas, territórios e identidades. Lisboa: Mundos Sociais.

Santos, Ana. (2020). Devem os e-Sports ser considerados desporto ? In J. Contantino & M. Machado (Eds.), e-Sports: o desporto em mudança? (pp. 91–110). Lisboa: Visão e Contextos.

Sauter, M. (2013). Beyond 3G network architectures. In 3G, 4G and BeyondBringing Networks, Devices and the Web Together (pp. 09–93). Chichester, UK: John Wiley & Sons, Ltd. doi:10.1002/9781118394540.ch2

Schwab, K. (2017). The Fourth Industrial Revolution. Switzerland: Crown Business. Schwab, K., & Davis, N. (2018). Shaping the future of the fourth industrial revolution: a guide to building a better world. Switzerland: World Economic Forum.

Shirky, C. (2010). Here comes everybody, the power of organizing without organizations. London: Penguin Group USA, Inc. Turner, V. (1998). From ritual to theatre: the human seriousness of play. (Vol. 1). Performing arts journal publ.

Walzel, S., & Romisch, V. (2021). Managing sports teams economics, strategy and practice. Cham: Springer International Publishing. doi:10.1007/978-3-030-56495-7


Submitted date:
02/22/2023

Accepted date:
05/30/2023

64cc07e7a9539521ce754697 rigd Articles
Links & Downloads

RIGD

Share this page
Page Sections