Track Co-Chairs
Zhao Du
Associate Professor
duzhao@bsu.edu.cn
Beijing Sport University
Shan Wang
Professor
wang@edwards.usask.ca
Edwards School of Business, University of Saskatchewan
Fang Wang
Professor
fwang@wlu.ca
Lazaridis School of Business & Economics, Wilfrid Laurier University
Ruoxin Zhou
Associate Professor
rxzhou@uibe.edu.cn
School of Information Technology & Management, University of International Business and Economics
Brief Introduction
Education, sports, and entertainment are critical sectors in the economy, playing increasingly vital roles in advancing human development and welfare. Over the past few decades, digital innovations have dramatically transformed these sectors, bringing increased functionality, flexibility, and accessibility in learning, training, and entertainment experiences and creating exciting opportunities for all involved stakeholders.
The surge in digital technologies, including social media, cloud computing, big data, artificial intelligence (AI), virtual reality (VR), augmented reality (AR), mixed reality (MR), blockchain, 5G, and the Internet of Things (IoT), continue to drive innovations across education, sports, and entertainment. In education, AI-powered intelligent tutors, animated pedagogical agents, intelligent assessment tools, and learning analytics have become increasingly commonplace. Virtual classrooms leverage VR, AR, and AI to forge dynamic and immersive educational environments. In sports, digital innovations have revolutionized how sports are played, watched, and managed. Fan engagement, performance analytics, wearables, smart sports apparel and equipment, smart stadiums, esports, and fantasy sports are prominent fields in development. Similarly, the entertainment industry has undergone radical changes with streaming platforms like Netflix and TikTok broadening access to diverse content, and immersive technologies such as VR and AR enhance viewer experiences.
These opportunities come with challenges, drawing attentions from IS scholars situated at the intersection of business and technologies. IS scholars have a unique opportunity to utilize their expertise to understand, guide, accelerate, and optimize digital transformations. The complexities of education, sports, and entertainment issues, combined with the rapid pace of technological evolvement, create a vibrant interdisciplinary research frontier. Researchers can explore from technical, behavioral, educational, and managerial perspectives to develop robust theories and practical insights.
This track continues the legacy of the Information Technology in Education track from WHICEB 2022 and 2023, broadening its scope to more comprehensively cover industries integral to human development and well-being. It provides a forum for sharing conceptual ideas, empirical findings, techniques, and applications across a broad spectrum of topics related to digital innovations in education, sports, and entertainment. We invite submissions that address the innovative applications of digital technologies, their driving forces, and their impacts within education, sports, and entertainment.
Topics
1. Digital innovations in education, sports, and entertainment (ESE)
2. AI and generative AI in ESE
3. AI adoption, acceptance, impact, and issues in ESE
4. Intelligent tutoring systems and adaptive learning
5. Intelligent assessment, learning analytics, and educational technologies
6. Gamification in ESE
7. AI-enabled digital solutions in physical learning settings
8. AR-based solutions for learning support
9. E-learners: Behavior and performance
10. Human-centered AI design in education
11. Security, privacy, and ethics in education digitalization and AI applications
12. Opportunities and challenges of AI in education
13. VR and AR in sports events and training
14. Esports
15. Smart sports venues and facilities
16. Sports analysis and performance optimization
17. Digital transformation in the sports and entertainment industries
18. Social media in the sports and entertainment industries
19. Digitalized ESE and human well-being