What is digitalization really about - and what does that mean for university sports?
1. Andreas Hebbel-Seeger
What is digitalization
really about
and what does that mean
for university sports?
22nd ENAS Forum & Assembly:
Digital Innovation in University and College Sport .
Nov. 3-8, 2019 | Trento, Italy….
2. The digital transformation does
not end with the use of „Word“
instead of a typewriter or
Google instead of a lexicon.
3. It is not about "only"
transferring analog processes
into digital ones.
Digital transformation is both
an adaptation and a design
process…
5. Development of new processes
and business models on all
levels;
from administration to
(sports) products.
6. „Digitalization touches the field of physical
activity and sport in many ways, with a
distinct impact especially on five macro areas:
management-organization, monitoring & self-
monitoring, new gamification and e-sports,
communication, employability.“
(ENAS, 2019)
16. eSports is not a niche but
competes for resources and
target groups.
17. But eSports is more than a
simulation and adaptation of
sports.
Depiction of violence, addiction
risks and specific business
models call for a discussion
about the understanding of
sports and it values.
19. The press release is replaced
by the own publication:
The "classical" print media are
losing reach.
The target group wants to be
addressed where it already
stays and in a way it seems
appropriate to it.
20. Owned media can be used to
set topics and develop
new revenue models.
21. Reaching the target group
with “owned media“ is one
thing.
Target group activation and
integration into one's own
communication in the sence of
„earned media“
is the other.
22. Which channels do you use to
communicate with your target
group; - Website, Facebook
and…?
23. But your target group is about
to leave Facebook...
And does anyone remember
Snapchat?
Online communication
must be agile!
24. Video is the most influential
medium in the context of sports.
This is what university sports
has to use.
4
25. The use of video technology
in the context of sports
is as old as the medium
itself...
26. … because a complex content
can be conserved and made
accessible for subsequent
(self-) viewing.
27. … because it can be reffered to
a situational context.
39. The use of VR within sports
training has an impact on
the effectiveness and
the individual effort.
(Hebbel-Seeger, 2017)
40. VR and AR offers new
oppertunities for training as
well as for organizational
issues.
41. „Big Data“ has become the
central currency; for
prediction in sports
competitions as well as for
the users` or learners`
behaviour.
(Ebner et al., 2015)
43. … it is not only about making
contemporary(communication)
offers to "Digital Natives“
(Prensky, 2001)...
44. Varsity sports has the
opportunity to design and
influence the sports reality
from the highly innovative
environment of the
universities.
45. Cooperation between
university sports service
and faculty on
• the organisation and
implementation of sports
events,
• the organisation of scientific
congresses,
• the implementation of
research projects and
• the combination of theory
and practice.
46. Thanks for your attention!
Contact:
Prof. Dr. Andreas Hebbel-Seeger
Macromedia University, Campus Hamburg
Gertrudenstr. 3 | 20095 Hamburg | Germany
eMail: ahebbel-seeger@macromedia.de
Feedback (and slides):
https://speakerscore.com/ahs4ENAS
47. References
Ebner, M., Taraghi, B., Saranti, A. (2015). Seven features of smart learning analytics – lessons learned
from four years of research with learning analytics, in: eLearning Papers, January, 2015, URL: http://
openlib.tugraz.at/56a88cfaccea9 [17.10.2019]
ENAS (Eds.) (2019), “Digital Innovation in University and College Sport”. https://www.enas-sport.net/
fa-2019/ [14.10.2019]
Hebbel-Seeger, A. (2012). The relationship between real sports and digital adaptation in e-sport gaming.
International Journal of Sports Marketing & Sponsorship 1, 13, 132-143.
Hebbel-Seeger, A. (2017). 360 Degrees Video and VR for Training and Marketing within Sports. Athens
Journal of Sports 4, 4, 243-261.
Prensky, M. (2001). Digital Natives, Digital Immigrants. On the Horizon 9, 5, 1-6. https://
marcprensky.com/writing/Prensky%20-%20Digital%20Natives,%20Digital%20Immigrants%20-
%20Part1.pdf
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