This Research Topic is launched in collaboration with the International Conference of Technology in Physical Activity in Sport 2021 (
TAPAS 2021). The call is open to papers presented at TAPAS 2021, as well as submissions from individuals who did not attend the conference.
The number of new consumer digital technologies is growing exponentially and today it is almost impossible to disassociate them from our lifestyle. The enormous interest in these types of devices has led to wearable technologies being rated as the primary trend in fitness worldwide with considerable increases in sales predicted over the coming decade. Advances in embedded sensors, increased battery life, increased processor speed, and the wide availability of 4G/5G mobile networks is enabling rapid advancements in these digital technologies. Interest among researchers is also growing exponentially and this can be seen by the growing number of studies on consumer digital technologies. Likewise, technologies are being used to improve sports consumption or even for a better experience in sporting events.
However, there is a deficit of academic evidence to know the real situation of the use of technology and, therefore, the challenges that the sector faces. The aim of this Research Topic is to provide a practical, evidence-based vision of how to use technologies for the evaluation and control of variables related to 4 different areas of interest: sport management, physical education, sport health and sport performance.
Potential topics of interest include, but are not limited to:
• Studies examining the optimal approaches to promote physical activity using wearable technologies;
• Studies examining the validity and/or reliability of technology-based devices for assessing physical activity and sedentary behavior;
• Monitoring sport and/or physical activity related behavior in real-life settings;
• Providing real-time feedback in sport using technologies;
• UTAUT2 model in sport industry;
• TAM Model in Sport industry;
• Sports technologies and management;
• Technologies and sport marketing;
• Sports consumer and technologies;
• Technologies and sport performance;
• Physical education and technologies.