Sports IT and Digital Wellness:
In the recent twenty years, people have developed a close relationship with digital technology in conducting sports and training. Initially, approximately 1995–2005, the first wave of Sport IT included technology as GPS watches and pulse measurement equipment connected to rudimentary digital services, designed by the brand delivering the watch and only available for the single user’s needs. In the second wave, between years 2006–2010, APIs and platforms started to emerge, facilitating the data to flow between artefacts, services, brands and facilities. Aesthetics in information visualization and other User experience (UX) aspects become popular and the audience becomes broader. The third wave, in the interval of 2011 and forward, could be described as the maturing wave. People now become fanatic about showing results to others – in sport platforms and on general social media. Further, what symbolizes this wave is that the focus in use becomes more on hi-fi information rather than low-fi data. In the third wave, the usage is widely spread and covers a wide range of requirements from a wide range of users.
The paper gives a more thorough description of the three waves of Sports IT when it comes to applications and user cases. A thorough description of related work for each wave is given with the main goal to pinpoint where research has given fruitful insights and contribution. In order to give a deeper understanding of the waves, one detailed example of a typical digital service of each wave is presented. Finally, the phenomenon of Sports IT and digital wellness is discussed based on findings shown earlier in the paper.
KeywordsSports IT Digital wellness Quantified self GPS Digital service design
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