“…Lastly, the educational component of sports digitalisation concerns how it enables and requires the acquisition of specific skills, i.e., training and learning, not only for athletes but also related stakeholders, such Remote collaboration (Carillo et al, 2020;Park et al, 2014;Waizenegger et al, 2020), Telemedicine (Keesara et al, 2020), Distance learning (Lakhal et al, 2013), Leisure (Hacker et al, 2020) Games, such as Pokémon Go (Althoff et al, 2016;Rauschnabel et al, 2017), Smart glasses (Rauschnabel, 2018;Rauschnabel et al, 2018), Education (Bacca et al, 2014;Yuen et al, 2011), Commercial (Rauschnabel et al, 2019;Van Esch et al, 2019) Remote collaboration (Regenbrecht et al, 2004), Enabling peripheral realworld interactions (Budhiraja et al, 2015;Von Willich et al, 2019) Games, such as Second Life and World of Warcraft (Billieux et al, 2013;Penfold, 2009), Healthcare (Huygelier et al, 2019), Education (Huang et al, 2016), Athletes' training (Craig et al, 2009;Vignais et al, 2015) as coaches (Loy, 1968). Digital technologies allow for innovative training methods, which might improve training possibilities and effectiveness.…”