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sports

The Impact of Technology on The Future of Winter Sports, in times of COVID

A new independent Delphi study of 53 winter sports experts*, entitled ‘The Impact of Technology on The Future of Winter Sports, in times of COVID’, commissioned by Mastercard, and led by Prof. Dr. Sascha L. Schmidt from WHU Centre for Sports and management has found that COVID-19 is set to accelerate the winter sports industry into a technological revolution by 2025.

Data has highlighted that globally, digitalisation has been catapulted forwards with 5-years’ worth of adoption happening within an eight-week period. This is being reflected within the winter sports industry, as experts predict that COVID-19 will accelerate digital growth.

The change in tactics for the industry is surprising as historically, technology and skiing have had a tumultuous relationship as people look to the slopes for a ‘closer to nature’ experience. By 2025, however, experts predict that the pandemic will have a major impact on three key areas of technology; training, preparation and recovery decisions for athletes (54%), general convenience for skiers including holidaymakers (56%) and optimisation of ski lift technology to minimize the spread of viruses (41%) 

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EURO on OR in Sports : Sports Economics

31st European Conference on Operational Research – EURO 2021

“EURO stream on OR in Sports”

“Sports Economics”

11-14 July 2021 in Athens, Greece

https://euro2021athens.com

We would like to invite you to submit an abstract to the “OR in sports” stream:

Session on “SPORTS ECONOMICS”

This session provides researchers with an opportunity to present theoretical, empirical, and policy-oriented research on with a quantitative/analytic component: Sports Economics, Sports Finance, Sports Marketing, Sports Sponsorship, Sports Tax, Sports Math, Sports Industry, Sports Sector, Sports Technolgy, …

You can do this by going to the abstract submission page

https://www.euro-online.org/conf/euro31

and use the following invitation code: ac3a23a2

(The Conference is international and purely English spoken)

(Abstracts are 1,500 characters at most)

The deadline for abstract submission is February 28, 2021

The author registration deadline is May 16

Contributions to the OR in Sports stream that do not cover sports economics can be submitted to the abstract submission page using the following invitation code: 09d2f244

Please feel free to distribute this invitation to other researchers you think may have an interesting story to present at EURO on OR in Sports

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50 Most Marketed Brands Report

Chasing Sponsorship Value
An inside look at the top brands in sports, how they got there, and what they could do even better

This report from Hookit dives into the methodology used to rank SportsPro’s 50 Most Marketed Brands, the trends in sponsorship including the impact of COVID-19, and how to use the data as a sports marketer.

In addition to a look at where the value comes from in the world of sports, the report breaks down the metrics inside 4 key industries: Apparel & Accessories, Automotive, Beverage, and Financial Services. Each section contains tips on how to evaluate, benchmark, and optimise your sponsorship portfolio.

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PwC’s Sports Survey 2019

In it’s fourth edition, PwC’s Sports Survey collected the views of 580 industry leaders coming from 49 countries on growth expectations and a wide range of strategic and organisational topics. While assessing the overall state of the industry, this year’s edition zones in on three important themes: the need for innovation within established sports organisations, the value of direct-to-consumer media distribution and the role of sports federations going forward.

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Introducing “Leveraging Intellectual Property in the Global Sports Economy”

A strong global IP system is what any sports fan would call clutch. Strong IP protections have the power to transform a person kicking a ball on a dirt field into a professional athlete kicking a ball under the lights of a multi-million dollar stadium filled with thousands of fans in identical jerseys waving to millions of viewers watching on screens around the world. In short, strong IP protections transform sports into a commercially productive asset.

The global market for sporting events alone in 2014 was valued at $80 billion, with a forecast 7% growth rate. The addition of sporting goods, apparel, equipment, and health and fitness spending brings that value to $700 billion. Building on these numbers and more, our new study, “Leveraging Intellectual Property in the Global Sports Economy,” quantifies sports as an asset worth 1% of global GDP

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Where the Money is Going: The Future of Sports Entertainment

We are pleased to introduce our 2019 report on the future sports entertainment.

Of all the innovations in sport, OTT streaming will arguably have the most significant impact. Millennials and Generation Z aren’t watching less sport content, a commonly held view in the industry, but the mechanisms upon which they engage with that content is changing.

In this report, we dive into the specifics of how consumer expectations are changing, where this is influencing strategy decision-making and spend from operators, why investment into the fan experience directly affects subscriber acquisition ROI and what will be the driving forces behind serious investment into OTT by sports content rights owners.

Click here to access and download the report.

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ISPESCONGRESS2019

The second of the Ispescongress (International Physical Education, Sport, Recreation and Dance Congress), which was hosted by Nişantaşı University in İstanbul for the first time, will be hosted by Alanya Alaaddin Keykubat University on April 20-21, 2019.

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Electronic Sports Games Sector in Turkey

Electronic Sports, eSports (eSports, Electronic Sports, Competitive Game, Professional Acting, etc.) is called as a new form of sports and it is defined as a new field that is played individually and/or in teams with various game modes by competing over Computer/Console/Mobile platforms.
Electronic Sports have both physical and mental characteristics and are performed in digital/virtual environments. Compared with traditional sports, it doesn’t require huge financial resource in terms of facilities and equipment. It has the opportunity to be played in every part of the world and it is competitive both individually and in teams. Because of all these reasons it is seen as a new generation sports preferred especially by young mass.

Digital games are a primary information product and service developed by cultural workers and aimed at final consumers.

According to the Global Gaming Market Report of 2016; global game industry revenue is 99.6 billion dollars. Mobile game market share is 36.9 billion dollars. Asia-Pacific dominates 47% of the markets. All of China’s global gaming industry is seen to have a one in four. It is estimated that with 6.6 percent annual growth rate Global game market will be 106.5 in 2017; 112.5 in 2018 and $ 118.6 billion in 2019 and the mobile gaming market will reach 52.5 billion dollars. The leader of the $ 3.2 billion global games industry in the Middle East-Africa regional markets is stated to be Turkey.

According to the Turkish Game Sector Report, there are more than 20 thousand Internet/console cafes in Turkey in 2016 and these cafes are visited by more than 7.5 million players every month. There are approximately 29.3 million active players in Turkey and these players devote seventy percent of the time they spend at the PC to the games. When we look at the total time spent on the games, Turkey is the third following Poland and Russia.

In Turkey the total revenue from games is 755 million dollars. This amount appears to be 464 million dollars in 2015. 332,5 million of the total revenue was derived from mobile games and the rest was from pc/console games.

The eSports industry, one of the most important parts of the gaming industry in Turkey, continued to grow in 2016. Big clubs like Galatasaray, Beşiktaş and Fenerbahçe joined to the existing eSports teams as well. Increasingly, even development companies are locating in cities where other advantages are outweighing the locational costs.

In this study with the aim of describing electronic sport games in Turkey: The appearance of the Turkish electronic gaming industry from the global industry has been evaluated by using “Documentation method” and using the economic statistics and reports. Presentation: XVII IASE GENERAL ASSEMBLY & INTERNATIONAL CONFERENCEIN SPORT ECONOMICS, November 7-9, 2017 Shanghai, China

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ÇİN’DE SPOR EKONOMİSİ

09 Kasım 2017’de Çin Şanghay’da, Şanghay Spor Üniversitesi’nde (SUS) düzenlemiş olduğu, IASE Genel Kuruluna aktif katılım sağlayarak, 2020’den sonra gelecekteki IASE Uluslararası Konferansları için bizlerin sunmuş olduğu öneri üzerine; konferans başkanı Dr Joel MAXCY’ in, Seul, Güney Kore ve İstanbul’da yapılabilecek etkinlikler üzerine yoğunlaşacağını deklare etmesi ve İstanbul’un sonuç bildirgesinde yer alması (Minutes of the IASE General Assembly in Shanghai, China 09 Kasım 2017) bizler için bu konferansın en önemli kazanımı olmuştur. Çin, Şanghay Spor Üniversitesinde, Uluslararası Spor Ekonomistleri Birliği tarafından düzenlenen da 17. Uluslararası Spor Ekonomisi Konferansı ; Yükselen Spor Endüstrisinin; üretim ve organizasyon olarak, sadece batının ekonomik sistemlerine (Avrupa, Amerika) ait olmadığı, doğunun ekonomik sistemlerinde de, (Çin, Asya ) önemli bir yere sahip olduğunu bizlere göstermiştir. Bizlere düşen görev ise, son yıllarda gelişen Spor Eko Sistemlerinde Türkiye’nin yerini tespit etmek, spor endüstrisinin ve teknolojilerinin ülkemizde de gelişimine katkı sağlamaktır.

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“SÜRDÜRÜLEBİLİR KALKINMADA SPOR SEKTÖRÜNDE YENİ YAKLAŞIMLAR” 

“SÜRDÜRÜLEBİLİR KALKINMADA SPOR SEKTÖRÜNDE YENİ YAKLAŞIMLAR” 
MODERATÖR

Prof.Dr. Ökkeş Alpaslan Gençay
Sütçü İmam Üniversitesi.BESYO

PANELİSTLER

Tugrul Aksar
Futbol Ekonomisti

Doç. Dr. Ahmet Talimciler

Ege Üniversitesi, sosyoloji Bölümü

Doç.Dr. Tamer Karademir

Sütçü İmam Üniversitesi. BESYO

Doç.Dr. Sebahattin Devecioğlu
Fırat Üniversitesi, Spor Bilimleri Fakültesi

“III.Uluslararası Sosyal Bilimler Sempozyumu” https://www.asoscongress.com

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