According to Coakley (2017), sports-related technology has impacted sport in many ways. Currently, the use of wearable technology, big data analytics, and sensor technology has really changed the way sports are played, analyzed and enhanced. These technologies have also changed the way athletes are analyzed before, during and after the competition which helps coaches to assess personal aspects and make decisions relating to training and performance of the player. With technology implementation, correct decisions have been made, giving the right team the winner. Football and basketball are some of the games that have benefitted from sport-related technology. The use of instant replays serves as a judge to most sports referees such as football, baseball, and basketball. The goal-line technology in football has greatly assisted referees to make better decisions with regard to awarding goals and eradicate mistakes that have affected past games.
As much as technology is playing an important role in sports, there is a need to limit some kinds of sports-related technology. One of the reasons why technology should be limited in sports is that it distracts players. Chi et al. (2015) indicate that instant replay in games such as football, basketball, and baseball can distract the players or make them lose momentum if the process takes too long. Additionally, some technologies are time-consuming thereby taking up play time (Adler et al., 2017). One of the best examples that consume a lot of time is the review system in cricket. Sports-related technology also makes referees lose power. Sometimes, technology proves referees wrong which makes players to lose respect for the referee. On the other hand, technologies such as force field around the pitcher mound should be promoted to protect fans from being hit by a foul ball. In summary, it is therefore important for people to embrace technology in sports so that accurate result can be achieved. However, it is also critical to limit some other sports-related technology to avoid mistakes.
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References
Adler, D., Anzures, F., Caprile, M., Christie, G., & Louch, J. (2017). U.S. Patent Application No. 11/328,493 .
Chi, E. H., Borriello, G., Hunt, G., & Davies, N. (2015). Guest editors' introduction: Pervasive computing in sports technologies. IEEE Pervasive Computing , 4 (3), 22-25.
Coakley, J. J. (2017). Sports in society: Issues and controversies. 12th Edition, McGraw_Hill. ISBN 978-0-07-3523545.