Sports digitalisation and gaming
Track 24
Track chairs
Track description
The digitalisation of professional and recreational sports is a dynamic, rapidly expanding research domain within the IS field. This track investigates the dissolving boundaries between traditional physical sports, competitive gaming (esports), and newly emerging physical-digital hybrid or “virtual” sports. Leveraging advanced digital platforms, big data analytics, AI, blockchain, and XR technologies, sports are undergoing profound changes. While the physical component remains primordial in traditional sports, digital innovations are fundamentally redefining athletic performance, fan consumption, and value creation.
Recent developments highlight continued momentum at the intersection of sports and digitalisation. Driven by the “attention and attachment economy”, big tech and media companies are turning to sports for audience/fan engagement. Moreover, new sports formats like the Kings League for football are disrupting traditional business models by bridging physical play with streamer-led ecosystems, content creators, and gamified rules. Simultaneously, the institutionalisation of hybrid sports is unfolding, as exemplified by the UCI Cycling Esports World Championships, which establishes these formats as recognised, new disciplines within traditional sports governing bodies. These hybrid sports shift conventional notions of competition, identity, and regulation.
Recent developments highlight continued momentum at the intersection of sports and digitalisation. Driven by the “attention and attachment economy”, big tech and media companies are turning to sports for audience/fan engagement. Moreover, new sports formats like the Kings League for football are disrupting traditional business models by bridging physical play with streamer-led ecosystems, content creators, and gamified rules. Simultaneously, the institutionalisation of hybrid sports is unfolding, as exemplified by the UCI Cycling Esports World Championships, which establishes these formats as recognised, new disciplines within traditional sports governing bodies. These hybrid sports shift conventional notions of competition, identity, and regulation.
This track aligns seamlessly with the ECIS 2027 theme “Bridging Digital Borders,” in particular in terms of how technology bridges the borders between physical and virtual realities (e.g., VR cycling, augmented stadiums), between traditional broadcasting and decentralised creator economies, across geographically dispersed fan communities, and between the need for international governing bodies and the reality of geo-political shifts. We invite theoretical and empirical research examining how diverse stakeholders, such as sports organisations, platform owners, athletes, fans, and entrepreneurs, leverage digital tools for improving sports performance, offering novel fan experiences, and enabling equitable governance structures.
The growing relevance of sports digitalisation is strongly reflected in the IS discipline’s premier outlets, offering excellent publishing opportunities in leading journals for authors in this track. Recent research addressing sports digitalization, esports, gaming, and hybrid sports has been published in top-tier IS journals. For instance, a recent JSIS paper provided an overview and research agenda on sports digitalisation and recent JMIS and EJIS issues have featured impactful work on algorithmic fairness in hybrid sports and the virtualisation of major sporting events. Furthermore, JBR, DSS, IT&P, ISF (and other journals) have published research on physical-digital hybrid frameworks, immersive fan engagement, digital innovation in refereeing and digital governance models. This track has served as a vital stepping stone for authors targeting these prestigious outlets.
Topics of interest
- The institutionalisation of hybrid and virtual sports and their social and economic impact
- Sports as key levers in the attention and attachment economies (e.g., Kings League)
- Business model transformations: how digital revenue streams, streamers, and partnerships reshape sports organisations
- AI-driven refereeing and anti-doping solutions: balancing fairness, data governance, and trust
- Generative AI for training and content creation: opportunities and ethical concerns
- Immersive fan engagement: AR, VR, or blockchain-based initiatives for sports communities
- Data privacy, ownership, and interoperability: new standards for digital sports ecosystems
- Sustainability, diversity, equity, and inclusion (DEI), and sports washing: social and ethical dimensions in virtual and hybrid sports
- Digital Twins of athletes (based on markerless motion capture) for performance optimization, injury prevention, and competition judging
- Hybrid sports bridging physical and digital contexts (e.g., VR cycling)
- Measuring success: redefining performance metrics for eSports and hybrid sports
- Skill vs. chance in digital ecosystems: Decision support systems and policy-making for gamified athletics and digital fantasy sports
By illuminating these developments, the track aims to foster a vibrant dialogue on digital transformation in sports, its deeper societal ramifications, and how we can envision responsible, inclusive, and forward-looking ecosystems for the future of global athletic competition.
Associate editors
Jonas Hedman
Copenhagen Business School
Felix Tan
University of New South Wales
Lucas Goebeler
University of Hamburg
Eeva Kettunen
University of Jyväskylä
Sven Laumer
Friedrich-Alexander-Universität Erlangen-Nürnberg
Bram Janssens
Ghent University
Raghava Mukkamala
Copenhagen Business School
Karl Werder
IT University of Copenhagen
Joschka Hüllmann
University of Twente
Jonas Landgren
University of Gothenburg
Bill Rand
North Carolina State University
Christoph Buck
Technical University of Applied Sciences Augsburg
Anne Tjønndal
Nord University
Thibault Fouquaert
Ghent University
Xiao Xiao
Copenhagen Business School
Xiaobo Bob Ke
The Education University of Hong Kong