Digital Trends in Sports, Culture & Events (E)
Niveau
first cycle, Bachelor
Learning outcomes of the courses/module
The students develop a basic understanding of the specifics of the digitization of sport and its environment as well as the event industry. They understand current developments, contexts, concepts and the corresponding empirical findings and can reflect on them against the background of a later career in the field of sport and event management.
They recognize the opportunities of digital applications for audience development and cultural mediation and question the consequences of digitization for the reception and dissemination of cultural offerings.
The students are thus able to comprehensively and critically assess developments in the respective fields of practice and initiate change processes accordingly. They analyze complex relationships, know central methods and develop theory-based problem-solving skills.
They recognize the opportunities of digital applications for audience development and cultural mediation and question the consequences of digitization for the reception and dissemination of cultural offerings.
The students are thus able to comprehensively and critically assess developments in the respective fields of practice and initiate change processes accordingly. They analyze complex relationships, know central methods and develop theory-based problem-solving skills.
Prerequisites for the course
not applicable
Course content
The digitization of the sports industry is covered. In particular, the digital staging of sport, the digital interaction and thus pluralization of communication channels with the sports consumer and the production of new digital sports products are focused on. In addition, it is discussed how the digital infrastructure and digital platform influences the competitive environment of sport.
In the context of cultural management, the consequences of digitization for fictional imaginary worlds in art and culture are outlined. Examples from the fields of virtual reality and social media show the potential of digital technologies for experiencing cultural offerings and the emergence of new audiences. However, the loss of cultural diversity through the algorithmization of knowledge and cultural memory is also being discussed.
In addition, the course deals with the digitization of events. Special focus is placed on the effects of digital technologies on existing and new event formats and on the visitors’ world of experience as well as on the event planning areas of marketing, security, infrastructure and event evaluation.
In the context of cultural management, the consequences of digitization for fictional imaginary worlds in art and culture are outlined. Examples from the fields of virtual reality and social media show the potential of digital technologies for experiencing cultural offerings and the emergence of new audiences. However, the loss of cultural diversity through the algorithmization of knowledge and cultural memory is also being discussed.
In addition, the course deals with the digitization of events. Special focus is placed on the effects of digital technologies on existing and new event formats and on the visitors’ world of experience as well as on the event planning areas of marketing, security, infrastructure and event evaluation.
Recommended specialist literature
Desbordes, M. (2019). International Sport Marketing: Issues and Practice. New York, NY: Routledge.
Hausmann, A. & Frenzel, L. (Hrsg.). (2014). Kulturvermittlung 2.0. Neue Medien und ihre Potenziale. Wiesbaden: Springer VS.
Pedersen, P. M., & Thibault, L. (2017). Contemporary Sport Management. Champaign, Ill.: Human Kinetics.
Ronchi, A. M. (2009). eCulture: Cultural Content in the Digital Age. Berlin/ Heidelberg: Springer.
Vermeeren, A., Calvi, L., & Sabiescu, A. (Eds.). (2018). Museum experience design: Crowds, ecosystems and novel technologies. Cham: Springer.
Hausmann, A. & Frenzel, L. (Hrsg.). (2014). Kulturvermittlung 2.0. Neue Medien und ihre Potenziale. Wiesbaden: Springer VS.
Pedersen, P. M., & Thibault, L. (2017). Contemporary Sport Management. Champaign, Ill.: Human Kinetics.
Ronchi, A. M. (2009). eCulture: Cultural Content in the Digital Age. Berlin/ Heidelberg: Springer.
Vermeeren, A., Calvi, L., & Sabiescu, A. (Eds.). (2018). Museum experience design: Crowds, ecosystems and novel technologies. Cham: Springer.
Assessment methods and criteria
portfolio
Language
English
Number of ECTS credits awarded
5.5
Share of e-learning in %
33
Semester hours per week
3.0
Planned teaching and learning method
integrated course, case studies, discussion, group work, presentations
Semester/trimester in which the course/module is offered
2
Name of lecturer
Team SCEM
Academic year
second year of studies
Key figure of the course/module
vz.DIG.1
Type of course/module
integrated lecture
Type of course
Compulsory
Internship(s)
not applicable