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The Effect of Technology on Sports and Sports Recreation: A Review Article

Yıl 2024, Cilt: 2 Sayı: 2, 60 - 72, 23.10.2024

Öz

This article examines the impact of technology on sports and recreational activities. The goal is to analyze the transformation technology has brought to sports equipment, training methods, digital platforms, and social media, and to understand its effects on individuals and society.

Technology has integrated into all areas of sports, making recreational activities more accessible, efficient, and enjoyable. Smart devices, wearable technologies, and virtual reality applications help athletes optimize their performance and make training more effective. Online fitness programs and digital training applications have changed people's exercise habits and made accessing sports-related information easier.
However, the impact of technology on sports is not entirely positive. Issues such as digital addiction, social isolation, and dependency on equipment are prevalent. Additionally, there are concerns about unequal access to technological equipment and privacy and data security issues.
In the future, innovative technologies are expected to become even more widespread in the field of recreational activities. Artificial intelligence, biotechnology, and wearable devices will shape the future of sports. Sustainability and environmental impact will also play a significant role. Considering the opportunities and challenges technology presents, potential developments in this field are exciting.

Kaynakça

  • Anderson, T. (2021). Smart sports facilities: Enhancing user experience. Sports Technology Journal, 19(4), 456-470.
  • Apple. (2023). Apple Vision Pro. Apple Inc. Erişim adresi: https://www.apple.com/apple-vision-pro
  • Ashby, M. F., & Johnson, K. (2013). Materials and Design: The Art and Science of Material Selection in Product Design. Butterworth-Heinemann.
  • Bailenson, J. (2018). Experience on Demand: What Virtual Reality Is, How It Works, and What It Can Do. W. W. Norton & Company.
  • Bailey, M. & McAuley, E. (2017). Impact of Technology on Physical Activity Behavior Change: A Review of the Evidence and Recommendations for Future Research. American Journal of Preventive Medicine, 52(3), 262-272.
  • Bideau, B., Kulpa, R., Craig, C., & Multon, F. (2010). Virtual Reality Discriminates Expertise Levels in Baseball Players. Computer Animation and Virtual Worlds, 21(1), 203-210.
  • Burdon, D. (2013). Engineering Materials for Sports Equipment. Encyclopedia of Materials: Science and Technology, 10(3), 261-271.
  • Cadmus-Bertram, L., Marcus, B. H., Patterson, R. E., Parker, B. A., & Morey, B. L. (2015). Randomized Trial of a Fitbit-Based Physical Activity Intervention for Women. American Journal of Preventive Medicine, 49(3), 414-418.
  • Cross, R., & Bower, R. (2006). Effects of String Tension in a Tennis Racket on Ball Rebound Speed and Accuracy. Journal of Sports Sciences, 24(1), 1-9.
  • Evans, J. (2019). Wearable Technology: Gaining Insights into Fitness and Health. Journal of Sports Science & Medicine, 18(2), 203-211.
  • García, F., Parra, L., Jiménez, J. M., Lloret, J., & Rodríguez, M. D. (2017). IoT-Based Smart Irrigation Systems: An Overview and Case Study. Sensors, 17(8), 1841.
  • Garcia, M. (2020). The Digitalization of Sport and Recreation: A New Era for Physical Activity. Recreational Sports Journal, 35(2), 112-125.
  • Gartner. (2020). Wearable Devices Market Growth. Gartner Research. https://www.gartner.com/en/newsroom/press-releases/2020-01-14-gartner-says-worldwide-wearable-device-sales-to-grow
  • Ghassemi, M., Moody, B., Lehman, L., Song, C., Li, Q., Sun, H., ... & Celi, L. A. (2018). You Can't Miss What You Can't Measure: Automated Estimation of Missing Risk Factor Values Using Supervised Machine Learning. Critical Care Medicine, 46(3), e138-e144.
  • Gibson, L. J. (2010). Biomaterials: Principles and Applications. McGraw-Hill.
  • Greene, J., & Hanley, T. (2016). Digital Platforms in Physical Activity and Health: Exploring the Role of Technology in Promoting Active Lifestyles. Health Promotion Practice, 17(3), 379-387.
  • Hambrick, M. E., & Mahoney, T. Q. (2011). It's Incredible: Examining the Role of Tweeting in NCAA Baseball and Its Impact on Program Support. International Journal of Sport Communication, 4(4), 398-415.
  • Havenith, G., & Bröde, P. (2013). Human Thermal Environments: The Effects of Clothing on Thermoregulation and Comfort. In Textiles for Cold Weather Apparel. Woodhead Publishing.
  • Hutchins, B., & Rowe, D. (2012). Sport Beyond Television: The Internet, Digital Media and the Rise of Networked Media Sport. Routledge.
  • Jenny, S. E., Manning, R. D., Keiper, M. C., & Olrich, T. W. (2017). Virtual(ly) Athletes: Where eSports Fit Within the Definition of "Sport". Quest, 69(1), 1-18.
  • Jones, R. (2021). Digital sponsorship and advertising in sports. Journal of Sports Marketing, 20(2), 156-170.
  • Kang, M., Kim, S., & Lee, D. (2019). Big Data and Smart Sports: Performance Analytics in Professional Baseball. Journal of Sport and Health Science, 8(3), 290-299.
  • Lee, M., & Brown, J. (2020). The expanding market of sports technology. Technology and Sports Review, 18(2), 78-92.
  • Lupton, D. (2016). The Quantified Self: A Sociology of Self-Tracking. Polity Press.
  • Marek, M., Zajdel, M., Kołodziejczyk, M., Polak, S., & Polak, P. (2020). Wearable Continuous Glucose Monitoring System for Personal Use. Journal of Diabetes Science and Technology, 14(2), 380-386.
  • Mazzetta, C., Toth, C., Bernasconi, P., Rocchi, L., & Chiari, L. (2017). Mobility Assessment by Wearable Technology in Parkinson's Disease: The MouVIToolbox. Frontiers in Neurology, 8, 48.
  • Meta. (2023). Meta Quest 3. Meta Platforms. Erişim adresi: https://www.meta.com/quest/
  • Neumann, D. L. (2020). The Use of Virtual Reality in Sport and Exercise Psychology. Current Opinion in Psychology, 36, 87-91.
  • Parks, J. B., & Zanger, B. R. (2018). Sport and Recreation Management. Human Kinetics.
  • Pegoraro, A. (2010). Look Who's Talking—Athletes on Twitter: A Case Study. International Journal of Sport Communication, 3(4), 501-514.
  • Pilloni, V., Atzori, L., & Caragliu, A. (2019). AR in Smart Cities: A Vision on the Role of Augmented Reality in Urban Environment Management. Journal of Smart Cities, 5(1), 65-80.
  • Roberts, A. (2018). Online booking systems in sports facilities. Management in Sports Journal, 17(3), 188-200.
  • Rohde, M., & Mieslinger, T. (2018). Augmented Reality in Sports Broadcasting: A Critical Review. Sports Management Review, 21(3), 232-247.
  • Rouse, M. (2022). Technology: Definition, Types, and Impact. TechTarget. https://www.techtarget.com/definition/technology
  • Sanderson, J. (2011). It’s a Whole New Ballgame: How Social Media is Changing Sports. Hampton Press.
  • Sazonov, E., & Neuman, M. R. (2014). Wearable Sensors: Fundamentals, Implementation and Applications. Academic Press.
  • Seo, Y. (2013). Electronic Sports: A New Marketing Landscape of the Experience Economy. Journal of Marketing Management, 29(13-14), 1542-1560.
  • Shin, G., Jarrahi, M. H., Fei, Y., Karami, A., Gafinowitz, N., Byun, A., & Lu, X. (2019). Wearable Activity Trackers, Accuracy, Adoption, Acceptance and Health Impact: A Systematic Review. Journal of Biomedical Informatics, 93, 103153.
  • Smith, A. C. T., & Stewart, B. (2010). The Special Features of Sport: A Critical Revisit. Sport Management Review, 13(1), 1-13.
  • Smith, P. (2019). Security technologies in sports venues. Journal of Sports Security, 12(1), 101-115.
  • Stoppa, M., & Chiolerio, A. (2014). Wearable Electronics and Smart Textiles: A Critical Review. Sensors, 14(7), 11957-11992.
  • Sullivan, A. N., & Lachman, M. E. (2016). Behavior Change with Fitness Technology in Sedentary Adults: A Review of the Evidence for Increasing Physical Activity. Frontiers in Public Health, 4(2), 1-13.
  • Taylor, T. L. (2012). Raising the Stakes: E-sports and the Professionalization of Computer Gaming. MIT Press.
  • Taylor, T. L. (2018). Watch Me Play: Twitch and the Rise of Game Live Streaming. Princeton University Press.
  • Thomas, K., Young, M., & Kremer, P. (2018). Augmented Reality for Sport Performance Enhancement and Learning. Journal of Human Sport and Exercise, 13(2), 245-257.
  • Thompson, G. (2018). The influence of technology on sports. Sports Technology Today, 10(1), 56-72.
  • Thompson, S. (2018). Social Media and Community Building in Sports. New Media & Society, 20(9), 3450-3467.
  • Vale, L., & Fernandes, T. (2018). Social Media and Sports: Driving Fan Engagement with Football Clubs on Facebook. Journal of Strategic Marketing, 26(1), 37-55.
  • Yang, S., Shin, H., & Newman, M. W. (2016). Exploring Social Influence in Networked Fitness Systems. Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 763-774.
  • Zhang, H., Liu, Y., & Wang, J. (2020). IoT-Based Smart Maintenance System for Efficient Operation of Sports Facilities. IEEE Internet of Things Journal, 7(9), 8313-8324.
  • Zhang, Z., Wang, L., & Song, A. (2014). Wearable Long-term ECG Monitoring System Design Based on Android Mobile Platform. Journal of Healthcare Engineering, 5(2), 287-305.

Teknolojinin Spor ve Sportif Rekreasyon Üzerine Etkisi: Bir Derleme Makalesi

Yıl 2024, Cilt: 2 Sayı: 2, 60 - 72, 23.10.2024

Öz

Bu makale, teknolojinin spor ve sportif rekreasyon üzerindeki etkilerini incelemektedir. Teknolojinin spor ekipmanlarından antrenman yöntemlerine, dijital platformlardan sosyal medyaya kadar geniş bir yelpazede yarattığı dönüşümü ve bu dönüşümün bireyler ve toplumlar üzerindeki etkilerini analiz etmeyi amaçlamaktadır.
Araştırmada yapılan çalışmalardan yola çıkılarak, teknoloji, sporun her alanına entegre olmuş, sportif rekreasyonu daha erişilebilir, verimli ve eğlenceli hale getirmiştir. Akıllı cihazlar, giyilebilir teknolojiler ve sanal gerçeklik uygulamaları, sporcuların performanslarını optimize etmelerine ve antrenmanlarını daha verimli hale getirmelerine yardımcı olmaktadır. Online fitness programları ve dijital antrenman uygulamaları, bireylerin spor yapma alışkanlıklarını değiştirmiş ve sporla ilgili bilgiye erişimi kolaylaştırmıştır.
Ancak teknolojinin spor üzerindeki etkileri yalnızca olumlu değildir. Dijital bağımlılık, sosyal izolasyon ve ekipman bağımlılığı gibi olumsuz etkiler de mevcuttur. Ayrıca, teknolojik ekipmanlara erişim eşitsizliği ve gizlilik ile veri güvenliği sorunları da dikkat çekmektedir.
Gelecekte, yenilikçi teknolojilerin sportif rekreasyon alanında daha yaygınlaşması beklenmektedir. Yapay zeka, biyoteknoloji ve giyilebilir cihazlar, sporun geleceğini şekillendirecek ve sürdürülebilirlik ile çevresel etkiler önemli bir rol oynayacaktır. Teknolojinin sunduğu fırsatlar ve beraberinde getirdiği zorluklar dikkate alındığında, bu alandaki potansiyel gelişmelerin heyecan verici olacağı düşünülmektedir.

Kaynakça

  • Anderson, T. (2021). Smart sports facilities: Enhancing user experience. Sports Technology Journal, 19(4), 456-470.
  • Apple. (2023). Apple Vision Pro. Apple Inc. Erişim adresi: https://www.apple.com/apple-vision-pro
  • Ashby, M. F., & Johnson, K. (2013). Materials and Design: The Art and Science of Material Selection in Product Design. Butterworth-Heinemann.
  • Bailenson, J. (2018). Experience on Demand: What Virtual Reality Is, How It Works, and What It Can Do. W. W. Norton & Company.
  • Bailey, M. & McAuley, E. (2017). Impact of Technology on Physical Activity Behavior Change: A Review of the Evidence and Recommendations for Future Research. American Journal of Preventive Medicine, 52(3), 262-272.
  • Bideau, B., Kulpa, R., Craig, C., & Multon, F. (2010). Virtual Reality Discriminates Expertise Levels in Baseball Players. Computer Animation and Virtual Worlds, 21(1), 203-210.
  • Burdon, D. (2013). Engineering Materials for Sports Equipment. Encyclopedia of Materials: Science and Technology, 10(3), 261-271.
  • Cadmus-Bertram, L., Marcus, B. H., Patterson, R. E., Parker, B. A., & Morey, B. L. (2015). Randomized Trial of a Fitbit-Based Physical Activity Intervention for Women. American Journal of Preventive Medicine, 49(3), 414-418.
  • Cross, R., & Bower, R. (2006). Effects of String Tension in a Tennis Racket on Ball Rebound Speed and Accuracy. Journal of Sports Sciences, 24(1), 1-9.
  • Evans, J. (2019). Wearable Technology: Gaining Insights into Fitness and Health. Journal of Sports Science & Medicine, 18(2), 203-211.
  • García, F., Parra, L., Jiménez, J. M., Lloret, J., & Rodríguez, M. D. (2017). IoT-Based Smart Irrigation Systems: An Overview and Case Study. Sensors, 17(8), 1841.
  • Garcia, M. (2020). The Digitalization of Sport and Recreation: A New Era for Physical Activity. Recreational Sports Journal, 35(2), 112-125.
  • Gartner. (2020). Wearable Devices Market Growth. Gartner Research. https://www.gartner.com/en/newsroom/press-releases/2020-01-14-gartner-says-worldwide-wearable-device-sales-to-grow
  • Ghassemi, M., Moody, B., Lehman, L., Song, C., Li, Q., Sun, H., ... & Celi, L. A. (2018). You Can't Miss What You Can't Measure: Automated Estimation of Missing Risk Factor Values Using Supervised Machine Learning. Critical Care Medicine, 46(3), e138-e144.
  • Gibson, L. J. (2010). Biomaterials: Principles and Applications. McGraw-Hill.
  • Greene, J., & Hanley, T. (2016). Digital Platforms in Physical Activity and Health: Exploring the Role of Technology in Promoting Active Lifestyles. Health Promotion Practice, 17(3), 379-387.
  • Hambrick, M. E., & Mahoney, T. Q. (2011). It's Incredible: Examining the Role of Tweeting in NCAA Baseball and Its Impact on Program Support. International Journal of Sport Communication, 4(4), 398-415.
  • Havenith, G., & Bröde, P. (2013). Human Thermal Environments: The Effects of Clothing on Thermoregulation and Comfort. In Textiles for Cold Weather Apparel. Woodhead Publishing.
  • Hutchins, B., & Rowe, D. (2012). Sport Beyond Television: The Internet, Digital Media and the Rise of Networked Media Sport. Routledge.
  • Jenny, S. E., Manning, R. D., Keiper, M. C., & Olrich, T. W. (2017). Virtual(ly) Athletes: Where eSports Fit Within the Definition of "Sport". Quest, 69(1), 1-18.
  • Jones, R. (2021). Digital sponsorship and advertising in sports. Journal of Sports Marketing, 20(2), 156-170.
  • Kang, M., Kim, S., & Lee, D. (2019). Big Data and Smart Sports: Performance Analytics in Professional Baseball. Journal of Sport and Health Science, 8(3), 290-299.
  • Lee, M., & Brown, J. (2020). The expanding market of sports technology. Technology and Sports Review, 18(2), 78-92.
  • Lupton, D. (2016). The Quantified Self: A Sociology of Self-Tracking. Polity Press.
  • Marek, M., Zajdel, M., Kołodziejczyk, M., Polak, S., & Polak, P. (2020). Wearable Continuous Glucose Monitoring System for Personal Use. Journal of Diabetes Science and Technology, 14(2), 380-386.
  • Mazzetta, C., Toth, C., Bernasconi, P., Rocchi, L., & Chiari, L. (2017). Mobility Assessment by Wearable Technology in Parkinson's Disease: The MouVIToolbox. Frontiers in Neurology, 8, 48.
  • Meta. (2023). Meta Quest 3. Meta Platforms. Erişim adresi: https://www.meta.com/quest/
  • Neumann, D. L. (2020). The Use of Virtual Reality in Sport and Exercise Psychology. Current Opinion in Psychology, 36, 87-91.
  • Parks, J. B., & Zanger, B. R. (2018). Sport and Recreation Management. Human Kinetics.
  • Pegoraro, A. (2010). Look Who's Talking—Athletes on Twitter: A Case Study. International Journal of Sport Communication, 3(4), 501-514.
  • Pilloni, V., Atzori, L., & Caragliu, A. (2019). AR in Smart Cities: A Vision on the Role of Augmented Reality in Urban Environment Management. Journal of Smart Cities, 5(1), 65-80.
  • Roberts, A. (2018). Online booking systems in sports facilities. Management in Sports Journal, 17(3), 188-200.
  • Rohde, M., & Mieslinger, T. (2018). Augmented Reality in Sports Broadcasting: A Critical Review. Sports Management Review, 21(3), 232-247.
  • Rouse, M. (2022). Technology: Definition, Types, and Impact. TechTarget. https://www.techtarget.com/definition/technology
  • Sanderson, J. (2011). It’s a Whole New Ballgame: How Social Media is Changing Sports. Hampton Press.
  • Sazonov, E., & Neuman, M. R. (2014). Wearable Sensors: Fundamentals, Implementation and Applications. Academic Press.
  • Seo, Y. (2013). Electronic Sports: A New Marketing Landscape of the Experience Economy. Journal of Marketing Management, 29(13-14), 1542-1560.
  • Shin, G., Jarrahi, M. H., Fei, Y., Karami, A., Gafinowitz, N., Byun, A., & Lu, X. (2019). Wearable Activity Trackers, Accuracy, Adoption, Acceptance and Health Impact: A Systematic Review. Journal of Biomedical Informatics, 93, 103153.
  • Smith, A. C. T., & Stewart, B. (2010). The Special Features of Sport: A Critical Revisit. Sport Management Review, 13(1), 1-13.
  • Smith, P. (2019). Security technologies in sports venues. Journal of Sports Security, 12(1), 101-115.
  • Stoppa, M., & Chiolerio, A. (2014). Wearable Electronics and Smart Textiles: A Critical Review. Sensors, 14(7), 11957-11992.
  • Sullivan, A. N., & Lachman, M. E. (2016). Behavior Change with Fitness Technology in Sedentary Adults: A Review of the Evidence for Increasing Physical Activity. Frontiers in Public Health, 4(2), 1-13.
  • Taylor, T. L. (2012). Raising the Stakes: E-sports and the Professionalization of Computer Gaming. MIT Press.
  • Taylor, T. L. (2018). Watch Me Play: Twitch and the Rise of Game Live Streaming. Princeton University Press.
  • Thomas, K., Young, M., & Kremer, P. (2018). Augmented Reality for Sport Performance Enhancement and Learning. Journal of Human Sport and Exercise, 13(2), 245-257.
  • Thompson, G. (2018). The influence of technology on sports. Sports Technology Today, 10(1), 56-72.
  • Thompson, S. (2018). Social Media and Community Building in Sports. New Media & Society, 20(9), 3450-3467.
  • Vale, L., & Fernandes, T. (2018). Social Media and Sports: Driving Fan Engagement with Football Clubs on Facebook. Journal of Strategic Marketing, 26(1), 37-55.
  • Yang, S., Shin, H., & Newman, M. W. (2016). Exploring Social Influence in Networked Fitness Systems. Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 763-774.
  • Zhang, H., Liu, Y., & Wang, J. (2020). IoT-Based Smart Maintenance System for Efficient Operation of Sports Facilities. IEEE Internet of Things Journal, 7(9), 8313-8324.
  • Zhang, Z., Wang, L., & Song, A. (2014). Wearable Long-term ECG Monitoring System Design Based on Android Mobile Platform. Journal of Healthcare Engineering, 5(2), 287-305.
Toplam 51 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular Spor ve Rekreasyon
Bölüm Derlemeler
Yazarlar

Batıkan Karavelioğlu 0000-0002-6218-1850

Yayımlanma Tarihi 23 Ekim 2024
Gönderilme Tarihi 16 Temmuz 2024
Kabul Tarihi 18 Ekim 2024
Yayımlandığı Sayı Yıl 2024 Cilt: 2 Sayı: 2

Kaynak Göster

APA Karavelioğlu, B. (2024). Teknolojinin Spor ve Sportif Rekreasyon Üzerine Etkisi: Bir Derleme Makalesi. Spor Ve Bilim Dergisi, 2(2), 60-72.