In 2001, the first edition of one of the most prominent sporting events on the international calendar was held in Madrid: the Mutual Madrid Open de Tunis. Since then, every May the city of Madrid hosts a tournament marked by its commitment to innovation, and which in the 2018 edition hosted the first edition of the Sports, Business & Management Forum. The forum is hosted by ICBM (Center for Sports Business Management), and in this first edition, the theme chosen to articulate the various presentations held is to discuss how technology affects the sports industry.
As a member of the trash,
I had the opportunity to officiate this Forum by giving a speech in which I tried to frame the main vectors of technologically influenced development, and through this article I intend to highlight the main ideas of the presentation.
It is true that the relationship between technology and 해외축구중계사이트 is not new. Since the beginning of the last century, sport has become more technical in two directions: performance enhancement and an enriching experience for spectators. However, as in many other areas, this modernization has increased dramatically in recent years. To the extent that the growth of companies dedicated to technology applied to sports has tripled in recent years, reaching the figure of an investment of 1,000 million euros in sports technology in 2017. As in many other sectors of activity, it is clear that digitization is acting as a true catalyst.
What is the vector around all of these investments?
in the development of technology applied to sports is being channeled? Traditionally, the application of technology to sport has been articulated around four main pillars: game analysis and control (the pursuit of sports performance improvement); audiovisual media; search for alternative entertainment within the stadium; and increased interaction with fans. And while it is true that new devices and tools have been introduced, these four vectors continue to mark the path of technological development in sports in the era of digitization.
In the field of game analysis and control,
Tracking systems for individual athlete performance via GPS and wearable technology allow technical teams to quickly manage precise information about athlete performance, so their coaches can use all this information in their decision making. But in addition, when this information is also made available to other players in the high-competition sports ecosystem (such as leagues and media), other areas of use emerge which are characterized by the development of television broadcasts, for example.
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