2020
DOI: 10.1080/0960085x.2020.1850186
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The show must go on - virtualisation of sport events during the COVID-19 pandemic

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Cited by 71 publications
(57 citation statements)
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References 67 publications
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“…While our conclusions are based on data from Swedish endurance events, we see tendencies of increasing use of digital tools in relation to endurance sport and physical leisure activities (e.g. Loudin 2021;Venter et al 2020;Westmattelmann et al 2021). Indeed, this is also evident in other sports such as professional dart (Davis 2020).…”
Section: Public Health and Sports -A Commercial Or Non-profit Endeavor?mentioning
confidence: 75%
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“…While our conclusions are based on data from Swedish endurance events, we see tendencies of increasing use of digital tools in relation to endurance sport and physical leisure activities (e.g. Loudin 2021;Venter et al 2020;Westmattelmann et al 2021). Indeed, this is also evident in other sports such as professional dart (Davis 2020).…”
Section: Public Health and Sports -A Commercial Or Non-profit Endeavor?mentioning
confidence: 75%
“…We see this digitization strategy as the most interesting in terms of future implications, as it may prove to be a breakthrough for the organization of digital and/or hybrid endurance events. We already see how virtual training and competition have become an important alternative to traditional events during the pandemic, even for professional athletes (Westmattelmann et al 2021). Fast adaptations of similar kind have been pointed out in the case of professional dart with seemingly positive results (Davis 2020), and e-sports have continued to grow during the last year (Ke & Wagner 2020;Kim, Nauright & Chokechai 2020).…”
Section: A Digital Future?mentioning
confidence: 96%
“…Another main line of research is concerned with the adoption of video gaming elements or content in a range of sporting contexts. This includes the gamification design in sports products such as fitness and fan engagement apps [37,38], and the video-game enhanced physical sports such as virtual sports and sports simulations [39]. Little is known, however, about the convergence of full-fledged video games and traditional sports products.…”
Section: Video Gaming Esports and Convergencementioning
confidence: 99%
“…El instrumento se diseñó considerando las aportaciones de estudios previos (Enhold et al, 2020;Westmattelmann et al, 2020) además de la propia experiencia profesional de uno de los investigadores en el ámbito federativo. La propuesta inicial se compone 43 ítems distribuidos en cuatro dimensiones: i) Factor organizativo (20 ítems); ii) Factor Media y Difusión (ocho ítems); iii) Factor deportivo (seis ítems); y iv) Factor formativo (nueve ítems).…”
Section: Instrumentounclassified