Abstract
This chapter presents a new framework for the use of Internet of Things technologies to improve supporters’ experience in sports events. Currently, there is a bigger distance between sports fans and their club’s stadium due to the existence of alternative ways to watch a game, for example, television broadcasts or streaming, that are more economic and with better comfort. The sports stadiums must innovate and improve the sports fans’ experience towards a more competitive use of technology. The proposed framework is based on a five-level classification that allows the improvement of the sports fans’ experience. With the purpose to assess which experiences are more important in a sports event, a questionnaire was sent to 205 sports fans. The result of the assessment was the base of the creation of a model that allows the evaluation of a certain sports stadium based on existing IoT implementations. In addition, each level contains a set of benefits to the sports fans’ experience and a set of technological recommendations to be implemented for a certain venue to level up and be called as Stadium 2.0. To assess the importance and applicability of this reference in real context, a set of interviews was carried out with two groups: spectators of sports events and sports events management staff (sports clubs, sports federations).
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Notes
- 1.
Bruno Silva—General Director of Sports in Sporting CP.
- 2.
Álvaro Portela—Technical Director Sporting Braga.
- 3.
Ricardo Andorinho—Portuguese Handball Federation.
- 4.
Leonel Salgueiro—Portuguese Volleyball Federation.
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Beatriz, M.F., Santos, V. (2022). Stadium 2.0: Framework to Improve Sports Fans’ Experience in Stadium Through IoT Technology. In: Guarda, T., Anwar, S., Leon, M., Mota Pinto, F.J. (eds) Information and Knowledge in Internet of Things. EAI/Springer Innovations in Communication and Computing. Springer, Cham. https://doi.org/10.1007/978-3-030-75123-4_11
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