Mapping Live Sport Media Technologies: Developing a Taxonomy

IF 2.8 1区 文学 Q1 COMMUNICATION
Sanghyeon Kim, Adam Karg, Tim Breitbarth, Katherine Raw
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引用次数: 0

Abstract

This study presents a comprehensive taxonomy of media technology used in live sport, addressing a critical gap in the sport media and management literature. Despite the growing presence of media technologies in live sport contexts, conceptual clarity around their classification remains limited. Drawing on qualitative content analysis of media articles, this research identifies key technological characteristics and maps their manifestations across diverse sport media environments. As a result, the Live Sport Media Technology (LSMT) taxonomy was developed around three overarching categories: Core, Experience, and Smart technologies. These categories reflect the different roles technologies play in enabling, enhancing, and innovating live sport media. Findings reveal two key trends: the increasing technological convergence across media platforms, and the growing personalisation of the sport viewing experience through user-controlled and system-driven technologies. These developments are reshaping the boundaries between production and consumption. This study provides a foundational and structured framework for future research, offering practical guidance for sport media-related organisations navigating the complex media technology landscape and its rapidly evolving interplay between technology, content, and audiences.
绘制现场体育媒体技术:开发分类
本研究提出了在现场体育运动中使用的媒体技术的综合分类,解决了体育媒体和管理文献中的一个关键差距。尽管媒体技术越来越多地出现在体育直播中,但围绕其分类的概念清晰度仍然有限。借助媒体文章的定性内容分析,本研究确定了关键的技术特征,并绘制了它们在不同体育媒体环境中的表现。因此,现场体育媒体技术(LSMT)分类法围绕三个主要类别开发:核心技术、体验技术和智能技术。这些类别反映了技术在实现、增强和创新体育直播媒体方面发挥的不同作用。调查结果揭示了两个关键趋势:媒体平台之间日益增长的技术融合,以及通过用户控制和系统驱动的技术日益个性化的体育观看体验。这些发展正在重塑生产和消费之间的界限。这项研究为未来的研究提供了一个基础和结构化的框架,为体育媒体相关组织在复杂的媒体技术领域及其快速发展的技术、内容和观众之间的相互作用中导航提供了实用的指导。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
7.00
自引率
11.10%
发文量
44
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