Search

Published After
Published Before

Search Results

  • Survey of fans habits at two games of the 2013 Men’s Handball World Championship in Madrid
    39-41
    Views:
    122

    I have done a survey at the World’s Men Handball Championship 2013 in Madrid during two games of the Hungarian team among the Hungarian’s and the opponent’s fans. I was curious about how are the fans, who are coming to the World Championship, are behaving in this enviroment. I was also interested how strong bonds they have with the handball as a sport and what are their financial budget for this global event. At last I compared the number of the sport fans visiting the stadiums in Madrid in 2013 and in Gothenburg in 2011.

  • How Digital Technologies Are Changing Sport?
    89-96
    Views:
    751

    Sports is considered to be an outstanding sector of industry all over the world and can be defined in various fields from business point of view: for example competitive sports, recreation, fitness and entertainment (running commentary). All of these areas have been remarkably transformed by digital technology. Over the past three decades, the discipline sport informatics has become a growing discipline. In today’s connected world, the use of wearable technology, big data analytics, social media and sensor technology have revolutionized the way sports are played, analyzed and improved. Through various modern advances and apps, pro athletes can gain greater insight into their performance, improve training methods and elevate their skills. In addition to these, fans looking for mobile-friendly apps to give them the latest stats on the favorite players; real-time, behind the scenes content coupled with the instant reaction, from athletes and fellow fans alike. They want the highs, the lows, the remix replays, seeking a connection beyond the game and looking to share the experience with like-minded fans in the moment (WESTON, 2018). The aim of this present study, on the one hand, is to determine the interlocks of sports and information technology, on the other hand, to show how to increase fan experience with digital technologies under-propping them with practical examples. According to international literatures, there are 4 macro areas which show the linking between sport and informatics: athletic performance, sport club, event management, fan experience. Mobil fan experience, augmented (AR) and virtual reality (VR), big data, social media are those technologies which even popular are these days in order to enhance fan experience in sport.

    JEL Classification: L83

  • Student expectations on sports festivals with a view to the estimation questionnaire on Campus Sports Festival
    9-14
    Views:
    161

    Campus Festival, organized each year, is listed as one amongst the music festivals in Hungary attracting crowds, with a target audience formed by higher education students. The organizers of Campus Festival set as their main highlighted objective, in addition to providing with musical events, the enhancement of the sporting life of the visitors stopping by. As a side event, Campus Sports Festival is launched each time along with it, with the intention to promote sports and doing sports, creating an event for the public suitable for the development of crossborder student relationships, between fans and contenders. This study is to demonstrate student expectations with a view to the questionnarebased needs assessment prepared on sports festivals.

  • Examination of the Hungarian esport ecosystem throgh international examples
    96-101
    Views:
    334

    Esport was very close to be medal awarded competition at the 2022 Asian Games, finally esport excluded from the Asian Games but all is not lost that is delayed. We have come a long way since the first real esport tournament, for which the first-place prize was a year-long Rolling stone magazine subscription. Nowadays in the digitalized world esport develops faster than any other sport, and plays an important role in the entertainment industry as well. Stadiums are crowded, streams are watched by millions worldwide, and the pace doesn’t seem to ease up in the future either. As Hungary is trying to step onto international waters, our main goal was to make a comprehensive review of the Hungarian esport ecosystem analyzing the national picture of electronic sport. Although there is not much domestic literature regarding the topic, as a secondary research we choose to use available Hungarian papers to piece together a comprehensive picture. We move on step by step through the biggest stakeholders: the publishers, the biggest domestic competitions, the most successful players, platforms, brands and of course the fans in domestic circles.

    JEL code: Z29

Make a Submission

Keywords

Database Logos