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.
This study attempted to examine the examples of the convergence of information and communication technology and sports.
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.
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.
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.
ICT, Sports, Convergence, Esports, Big Data