2020/2021 KAN-CCMVV4056U Sports Digitalization: A New Game
English Title | |
Sports Digitalization: A New Game |
Course information |
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Language | English |
Course ECTS | 7.5 ECTS |
Type | Elective |
Level | Full Degree Master |
Duration | One Semester |
Start time of the course | Autumn |
Timetable | Course schedule will be posted at calendar.cbs.dk |
Max. participants | 70 |
Study board |
Study Board for MSc in Economics and Business
Administration
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Course coordinator | |
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Teaching methods | |
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Last updated on 04-06-2020 |
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Learning objectives | ||||||||||||||||||||||
The learning objectives of the course are:
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Examination | ||||||||||||||||||||||
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Course content, structure and pedagogical approach | ||||||||||||||||||||||
Ever since the first Olympic Games was held at Olympia, Greece in 776 BC, sports as a field has accumulated a strong tradition, filled with glory and heroism. At that time, there were only seven sports: running, long jump, shot put, javelin, boxing, pankration, and equestrian events. Today, there are over 8.000 indigenous sports. Recent years have witnessed a major development in sports – wide-spread digitalization, which can be traced all the way back to Michael Lewis’ work on how Billy Beane, the head coach of Oakland Athletics, deployed analytics to make evidence-based decisions regarding the composition of the team. Nowadays, the use of digital technologies in sports is even more pervasive. On one hand, the trend of using analytical technologies to support performance enhancement (for the sake of winning) continues and intensifies. One the other hand, the utilization of digital technologies in sports also expands to areas such as organizing and managing sports teams and their stakeholders, accessing and interpreting sports information, inventing new instruments and strategies that would not be possible without these technologies. Finally, digitalization led to creation of new sports – e-Sports, which poses profound implications for the very nature of the sports field.
This course charters an in-depth examination of the sports digitalization and how digitalization transforms the conditions for professional sports. Specifically, we will discuss the influence of digitalization along different functional areas of professional sports, including performance management, marketing and fan/customer engagement, event and facility management, and talent management. Technologies that will be covered in the discussion include but are not limited to: analytic technologies, Internet of Things, Artificial Intelligence, virtual reality and augmented reality, etc. We will also discuss e-sports and its characteristics, the (potential) synergy between e-sports and traditional sports, as well as the future of digital sports. |
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Description of the teaching methods | ||||||||||||||||||||||
The learning activities are lectures, case studies, workshops, and guest lectures. The lectures will give the participants an overview of the sports digitalization. The case studies and guest lectures will provide practical insights on how digital tools have been utilized in different sports areas and consequently change the sports industry. | ||||||||||||||||||||||
Feedback during the teaching period | ||||||||||||||||||||||
Feedback will be provided throughout the course and during project workshops. | ||||||||||||||||||||||
Student workload | ||||||||||||||||||||||
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Expected literature | ||||||||||||||||||||||
*This list is subject to further changes. Articles
Textbook (recommended):
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