sports

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.

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

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.

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.

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

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.

“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

Sports Industry 4.0

Sports Industry 4.0 ( Spor Endüstrisi 4.0 ): Doç.Dr.Sebahattin Devecioğlu, Firat University, Faculty of Sports Sciences, Department of Sports Management, Elazig, Turkey,
The first industrial revolution (1.0) took place with mechanical production systems by using water and steam power. The second industrial revolution (2.0) started with the development of production lines in mass production with the help of electric power. In the third industrial revolution (3.0), on the other hand, production became even more automatic along with digital revolution, use of electronics and development of ITs (Information Technologies). Today, we have been faced with the fourth industrial revolution (4.0) at current point of science and technology. The new revolution is called as Industry 4.0

We know that sportive services, products, institutions and organizations are also affected in all stages of advancing science and technology. Being the oldest and indispensable institution of the history of humanity; sports is affected by the developments of the fourth industrial revolution today. We witness developments in sports technologies and the use of new technologies, facilities, applications, technics, and strategies in Olympic games that are organized in every four years with industrial developments in the world. The fact that sports centers upon human and society causes it to use and get affected by the developments in science and technology much earlier. Today, a number of products and services within the sports industry are easily associated with new technologies and besides, sports institutions and activities inspire with and contribute to the development of new technologies.

Ekospor the new media partner of ‎icSPORTS2016‬

Sports Economics Networking – the new media partner of ‪#‎icSPORTS2016‬

ICSPORTS 2016

4TH INTERNATIONAL CONGRESS ON SPORT SCIENCES RESEARCH AND TECHNOLOGY SUPPORT

7-9 November, 2016

Porto, Portugal

http://www.icsports.org/

In the XXI century most human activities, including sports, are becoming more and more technological. Engineering in general and Information Technology in particular are becoming an important support for many activities directly or indirectly related to sport sciences, including improvement of physical activities, sports medicine, biotechnology and nutrition, sports management, and all imaginable application areas in sports. This congress intends to be a meeting point of both academics and practitioners, in order to exchange ideas and developed synergies.icSPORTS 2016 will be held in conjunction with NEUROTECHNIX 2016.
Registration to icSPORTS allows free access to the NEUROTECHNIX congress (as a non-speaker).

Building Global Sports Brands in a Digital World

Building Global Sports Brands in a Digital World

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