Sport is an important part of leisure time of people. Leisure is an activity and creative capacity, apart from the obligations of work, family and society, to which the individual turns at will, for relaxation, diversion, or broadening individual and spontaneous social participation. Findings on sport and leisure relationship are supported by national and international case studies based on managerial economics framework. Sport participation greatly developed in the last third of the 20th century. It majorly involves: - an increasing wide cross-sections of participants (men, women, youngster, senior, etc.); - new outdoor and indoor spaces to play (street sports, fitness centers, etc.); - new organizational format (amateur tournaments, social media recruitment and practice, etc.); Nevertheless, the level of “physical inactivity” strongly increased over the last years, expecially in the Mediterranean country: the 42% of Europeans never exercise or play sports (Eurobarometer, 2014). Besides sport participants, the spectator sport segment is an integral part of the contemporary sport industry.By the way even live sport attendance is experiencing a slight decrease. The reasons of this decline in live participation are manifold. Live sports have seen a great increase in tickets prices, along with safety and security issues in and out the sports arena. The re-scheduling of broadcasting sport games have “modified” spectators habits to enjoy sports events. But mostly, the diffusion of new media has determined an increasing trend towards multimedia “consume” of sport through digital TV, the Web and smartphones. After the TV, the second most popular medium to enjoy sports is considered websites and social network. The features of new media such as multimedia, interactivity and connectivity, drive the sport content through different kind of devices( laptop, tablet, cellphone etc.).New ways are emerging to allow to deliver and to enjoy the sport content throughout digital media, social network and brand new wearable technologies, providing real and virtual users interactions. Wearable technologies encourage “social interaction” among users, since exercise is recorded and each performance can be transmitted to the members of the social media community in a specific sport.Sport is facing a gamification process: the open question is if new social media might induce more people to be involved in sport practice, spreading the diffusion of physical activity.

New Challenges to enjoy Sport Leisure: Live, Mediate, Virtual and Social Media / Patrizia Zagnoli. - ELETTRONICO. - (2014), pp. 1-1. (Intervento presentato al convegno rt (ISSSS) “Sport and Leisure Management: Tendencies and Challenges” tenutosi a Lithuanian Sports University-Kaunas, Lithuania nel 4-6 Dicembre 2014).

New Challenges to enjoy Sport Leisure: Live, Mediate, Virtual and Social Media

ZAGNOLI, PATRIZIA
2014

Abstract

Sport is an important part of leisure time of people. Leisure is an activity and creative capacity, apart from the obligations of work, family and society, to which the individual turns at will, for relaxation, diversion, or broadening individual and spontaneous social participation. Findings on sport and leisure relationship are supported by national and international case studies based on managerial economics framework. Sport participation greatly developed in the last third of the 20th century. It majorly involves: - an increasing wide cross-sections of participants (men, women, youngster, senior, etc.); - new outdoor and indoor spaces to play (street sports, fitness centers, etc.); - new organizational format (amateur tournaments, social media recruitment and practice, etc.); Nevertheless, the level of “physical inactivity” strongly increased over the last years, expecially in the Mediterranean country: the 42% of Europeans never exercise or play sports (Eurobarometer, 2014). Besides sport participants, the spectator sport segment is an integral part of the contemporary sport industry.By the way even live sport attendance is experiencing a slight decrease. The reasons of this decline in live participation are manifold. Live sports have seen a great increase in tickets prices, along with safety and security issues in and out the sports arena. The re-scheduling of broadcasting sport games have “modified” spectators habits to enjoy sports events. But mostly, the diffusion of new media has determined an increasing trend towards multimedia “consume” of sport through digital TV, the Web and smartphones. After the TV, the second most popular medium to enjoy sports is considered websites and social network. The features of new media such as multimedia, interactivity and connectivity, drive the sport content through different kind of devices( laptop, tablet, cellphone etc.).New ways are emerging to allow to deliver and to enjoy the sport content throughout digital media, social network and brand new wearable technologies, providing real and virtual users interactions. Wearable technologies encourage “social interaction” among users, since exercise is recorded and each performance can be transmitted to the members of the social media community in a specific sport.Sport is facing a gamification process: the open question is if new social media might induce more people to be involved in sport practice, spreading the diffusion of physical activity.
2014
6th International Conference on the Social Sciences of Sport (ISSSS) Proceedings
rt (ISSSS) “Sport and Leisure Management: Tendencies and Challenges”
Lithuanian Sports University-Kaunas, Lithuania
Patrizia Zagnoli
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Utilizza questo identificatore per citare o creare un link a questa risorsa: https://hdl.handle.net/2158/960596
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