The Case Study and Analysis of Technology through Sports and ICT Convergence in Korea Kim Se-Yun1, Jeon Yong-Bae1,* 1Dept. of Sport Management, DanKook University, 119, Dandae-ro, Dongnam-gu, Cheonan-si, Chungnam, KS002 *Corresponding Author: Yong bae Jeon, Dept. of Sport Management, DanKook University, Korea, Email: jeon243@dankook.ac.kr
Online published on 2 February, 2019. Abstract Background/Objectives This study attempted to examine the examples of the convergence of information and communication technology and sports. Method/Statistical analysis This study mainly focuses on secondary data such as literature review and various research reports. Research results, technology, and products through sports and ICT convergence are classified into 6 categories. Three subjects with a Ph. D. degree in related fields were verified and classified according to the criteria. Findings In future, taking a cue from traditional sports, esports will adopt similar revenue-generating models; smart traditional sports will adopt esports innovations, particularly in fan engagement, live streaming and the event experience; creative content will be key for successful esports sponsorships and the value of esports streaming rights will increase as Twitch and its rivals seek exclusive content. Improvements/Applications The next phase of the quality, volume and variety of content will increase, it will be harder and harder to cut through; to stay relevant, sports, brands and media. Top Keywords ICT, Sports, Convergence, Esports, Big Data. Top |