Track Co-Chairs

Zhao Du
Associate Professor
duzhao@bsu.edu.cn
Beijing Sport University

 

 

 

 

 

Ruoxin Zhou
Assistant Professor
rxzhou@uibe.edu.cn
School of Information Technology & Management, University of International Business and Economics

 

 

 

 

Shan Wang
Professor
wang@edwards.usask.ca
Edwards School of Business, University of Saskatchewan

 

 

 

 

Associate Editor

Fang Wang
Professor
fwang@wlu.ca
Lazaridis School of Business & Economics, Wilfrid Laurier University

 

 

 

 

Brief Introduction

Education, sports, and entertainment are large and critical sectors in the economy, playing increasingly important roles in elevating human development and well-being. For decades, digital innovations have revolutionized these fields, reshaping teaching, learning, exercising, and entertaining experiences. These innovations offer the advantage of functionality, flexibility, and accessibility in learning, sports, and entertainment while creating thrilling opportunities for stakeholders.

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 in education, sports, and entertainment. In the education sector, AI-powered intelligent tutors provide accessibility 24/7, animated pedagogical agents and virtual human tutors offer interactive learning experiences, and intelligent assessment tools enhance grading efficiency. Advancements in learning analytics enable personalized learning material recommendations. Virtual classrooms, utilizing cutting-edge technologies like VR, metaverse, and AI, create lively class environments. In the sports industry, digital innovations transform every aspect, including 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 the entertainment industry, digital innovations revolutionize content creation, distribution, and consumption. Streaming platforms like Netflix and TikTok democratize access to diverse content, while VR and AR technologies offer immersive viewing experiences.

Opportunities come with challenges, particularly for IS scholars strategically positioned at the intersection of IS and education, sports, and entertainment. IS scholars can leverage their talents and knowledge to understand, guide, accelerate, and optimize digitally empowered enhancements and transformations in these sectors. The complexities of education, sports, and entertainment issues, combined with the rapid pace of technological development, create an exciting interdisciplinary frontier of research. Researchers can explore multiple perspectives, including technical, behavioral, educational, and managerial, to develop theories and practical knowledge in the field.

This track has evolved from the Information Technology in Education track in WHICEB 2022 and 2023, broadening its scope to encompass more industries relevant to human development and well-being. It offers a platform to exchange conceptual ideas, empirical findings, techniques, and applications on a wide range of topics and trends related to the theme of digital innovations in education, sports, and entertainment. Submissions addressing issues pertinent to the innovative applications of digital technologies in these fields, exploring their driving forces and impacts, are welcomed.

Topics

• Digital innovations in education, sports, and entertainment (ESE)
• AI and generative AI in ESE
• AI adoption, acceptance, impact, and issues in ESE
• Intelligent tutoring systems and adaptive learning
• Intelligent assessment
• Educational technologies
• Gamification in education
• Learning analytics
• AI-enabled digital solutions in physical learning settings
• AR-based solutions for learning support
• E-learners: Behavior and performance
• Human-centered AI design in education
• Security, privacy, and ethics in education digitalization and AI applications
• Opportunities and challenges of AI in education
• VR and AR in sports events and training
• Esports
• Smart sports venues and facilities
• Sports data analysis and performance optimization
• Digital transformation in the sports and entertainment industries
• Social media in the sports and entertainment industries
• Digitalized ESE and human well-being