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Appendices

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References

References

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• Appendix A. Identified academic literature on Sportstech innovation in football • Appendix B. Comparison of Sportstech classifications according to various organizations’ specific needs • Appendix C. FootballTech Multiform Matrix typology category/parameter definitions

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Appendix A. Identified academic literature on Sportstech innovation in football

Appendix B. Comparison of Sportstech classifications according to various organizations’ specific needs

SportsTechX 1st level SportsTechX 2nd level KPMG

Harvard Business School MBA2016 www.stattleshi p.com (Sports Media and Technology market) Colosseum Winarize

Deloittte industry trends

For Fans

Fans & Content Content Platforms Fan Experiences Fantasy Sports & Betting Social, Marketing & Fan engagement Fantasy Sports Social & Fan engagement Fantasy platforms Fan engagement Fan engagement Fantasy sports & Betting Fan engagement

For Executives

Management & Organisation Organisations & Venues Stadium and Facilities

Management & Event technology

e-commerce & Ticketing Management Tech Drones (special category: Emerging Trends) Smart facilities Stadiums

Registration platforms Venue & CRM platforms Smart organization

Media & Sponsors Media broadcasting & Sponsorship Media Sponsorship measurement News & Content

Media & Broadcasting The media

Sponsorship assets

For Athletes

Activity & Performance For Activity - Hardware For Activity - Software Before / After Activity Wearable & Performance enhancement Coaching & Training Fitness & Companion Apps Wearables & Smart Devices Wearables & Training

Athlete development Fitness & Wellness Apparel Wearables & Performance enhancement

Sport Analytics Analytics Sports Data Sources Next Gen Media Media Technology Athlete performance data Data analytics

e-sports e-sports AR/VR (special category: Emerging Trends) e-sports & gaming e-sports

Catalyst Investors

www.catalyst.com

Fantasy sports

The future of Stadium Tech CB Insights Impress Business Media Athleticace Football Tech Drake Star Securities LLC Proposed category grouping

Fan engagement Fan engagement - content providers - service providers

Venue, Event & Fan management Commerce & Licensing Stadium analytics - Connected device analytics Stadium analytics - Consumer Behavior analytics Crowd sentiment analysis Real-time player insights Stadium connectivity Esports tournaments Live betting Ticketing, Access & Security Concessions & Payments Stadium Rotbots & Drones Live event holograms

Ticketing & Operation support Funding & Matching Sports Facility Video Tech Sports Facility Analytics

Content & Media Media Venue / CRM / Organizational software Commerce

Sponsorship measurements Digital media platforms / content Sports OTT content owners Rights-owners Sports service providers Digital sports agencies

Training & Team management Player condition & Team management Fun & Training Health care Smart apparel Tactics support Athlete wearable tech Athlete & Team training Athlete recovery tech Performance sports gear Team video coach tech Athlete video analysis tech Athlete performance tech Brain training sports tech

Equipment Training Content Team management Action Video Processing Video Analysis Visualization Visualization Positional Tracking Cognitive

Wearables Consumer sports

Data & Analytics Data aggregation Data Services Platform Data analytics Performance analytics

Social and Fan Engagement Platforms

Sports Facilities & Event Technology

Media & Sponsorship

Performance, Training & Health

Data & Analytics

e-sports e-sports

Augmentation & Sportification Sports Virtual Reality Augmented & Mixed Reality Esports / Fantasy sports e-sports

AR & VR

Appendix C. FootballTech Multiform Matrix typology category/parameter definitions

Startup general information

• Startup name: given name of startup or product brand • Logo: startup logo (or if applicable brand logo), if any • Active: is the startup currently in activity • Country: country where startup is located (main office) • Website: startup (or product) homepage • Sports: sports that the startup is involved in. We are including all startups that have Football as their only sport. We are also including under “Multisport” all startups that have Football as one of their sports of focus.

Typologies

• General Sportstech typology: based on our review of existing Sportstech typologies and on an abductive process from the mapping of existing Danish Football Tech startups • Categories (based on our review of the existing Sportstech typologies): Performance, Training & Health / Media & Sponsorship, Facilities & Events, Social & Fan Engagement • Sub-categories (based on an abductive process from the mapping of existing Danish football tech startups): Wearables & Equipment, Data & Tracking, Coaching & Tutorials, Performance Tracking & Scouting, Content Agreggator, Fan community, Broadcast Production & Distribution, Facilities Infrastructure • SportstechX (user angle): typology based on the SportstechX framework (www.Sportstechx.com) • Category • Sub-category • Sub-sub-category • Tech type: what tech is the solution based on (based on Schmidt, 2020) • Hardware: advanced materials, sensors, devices, internet of things, and biotech. This technology category is mostly about physical technologies (e.g. hardware). It includes technologies such as robotics, sensors, fibres, textiles, coatings, composites, etc. Many of these technologies play a key role in capturing data. • Data: data, artificial intelligence, and machine learning. This technology category is concerned with data handling and processing. It includes technologies in the realm of big data, advanced analytics, artificial intelligence, machine learning, etc. • Human interaction: information, communication, and extended reality. This technology category is about human interaction. It plays a particularly important role in Sportstech (e.g. fan engagement) with technologies such as AR/VR/MR, voice, or mobile technologies in general.

Information about the product/solution

• Description: description of the product/solution for supporting activities in a specific use context • User: who (target user) is the solution for? (athlete, consumer/fan, organization) • Organization (user sub-cat): if target user is an organization, which departments in the organization is the product/solution aimed at • Targeted athlete level: what level of football player is the solution principally targeting (amateur, talent, elite talent, professional) • Business model: is the solution aimed to be sold to another organization (B2B), to the end consumer (B2C) or to an organization that will in turn sell to the end user (B2B2C) • Plug & play: ease of implementation. Can the solution be implemented without requiring long installation time, tampering with existing equipment and/or without requiring other resources, such as training, expertise, equipment, etc? • Match approved: can the solution be used in an official game of football or is it only suited for training? • Match approval level: if the solution can be used in an official game of football, at what level is it approved for use (UEFA, domestic pro or domestic amateur)? • Gamification: does the solution include game-design elements and game principles to improve user engagement?

Information about the development level of the startup

• Business maturity: what is the latest funding round of the startup (pre-seed/seed, series A, post-series A) • Product maturity: at what stage of development is the product (idea development, prototype,

Beta, MVP, post-MVP)? • Scientific testing: has the product been tested scientifically? • Internationalization: is the product sold only domestically or also internationally?

Startup additional information

• Hub city: where is the startup located (head-office close to which major city)? • Year created: when was the startup created? • Employees: how many employees (full and part time) are working in the startup? • Contact title: role of contact at startup • Contact name: name of contact person • Email: email address • Tel: telephone number

Produced by the: Research Unit Learning & Talent in Sport (LET’S)

LET’S research area is pedagogy and psychology in sports, movement and sports with an applied and innovative goal.

The unit's research focuses in particular on: • sports practice, teaching and learning • the importance of social relationships for talent development and performance • entrepreneurship and interaction design in sports and ‘human movement’

LET’S-inspire - part of the Department of Sports & Biomechanics, SDU

European Union

European Regional Development Fund

ISBN: 978-87-94233-51-4

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