Sport is ubiquitous today on the street and in the media. The biggest events on television are sporting events. With the increasing importance of sport for the individual – in the media and society – the demand for the “visual experience” of sport also increases. If we look back, sport, as we know it as a mass phenomenon, has only existed for a relatively short time. Now, technology is racing forwards, and we see plenty of changes.
For example, this year, sport has seen significant advancement, with an increase in digital consumption, from audiences that have never tapped into the sporting industry. Sport has become more accessible online, finding new audiences and therefore accelerating popularity. The same has been seen across other platforms, such as Unibet racing.
Sports clubs will increasingly deregulate themselves and offer their members and interested parties a wide variety of new offers. Fixed training times and offers are becoming increasingly variable. New media support communication between those involved with online offers and platforms such as WhatsApp or Facebook. This makes it easy to take into account the different living and working environments of the members.
New technologies increasingly influence sport
New technologies create new sports. At the same time, new technologies have a major impact on training methods in the professional, amateur and leisure sectors. With the help of sensors, physical performance can be analyzed much more precisely and in a more differentiated manner. A smartwatch or a fitness bracelet is already standard for many athletes in the leisure sector. The data obtained serve to improve your own goals – be it your own performance, the optimization of movement sequences or your own body image.
How companies deal with the data obtained could be the downside of this development. Also, new technologies will massively change our sports equipment, such as sports shoes that store energy when stepping on and release it when pushing off. The increasing technology “of sport also leads to a growing aestheticization of sport: the athlete and the media presence. It starts with the sporting goods and does not end with the visual communication of those involved. The demands on clubs and organizations on this point will continue to increase.
New sports and forms are emerging
There will be two developments in this area. Digital networking creates new forms of competition. Athletes compete against each other online at different locations. So, the athletes can act independent of time and place. In the future, with the help of new technologies, athletes will be able to play, run, drive, box or swim against others, including professionals, in a virtual arena. Virtual reality tools simulate the respective sport and connect places and people.
Whether or not eSport is a sport I leave to others. But this form of competition is already filling entire stadiums. The athletes have to train almost exactly like “real” athletes. You have reflexes that are worthy of a table tennis professional. It is interesting to note that a loose association of individual participants creates club-like structures. eSport challenges traditional sports clubs to compete for people’s free time.
It remains the case that, wrt British experience you are applying different standards to the remuneration of elected and allotted representatives.