RECENT ARTICLES
  • Individuals, Stadiums Getting In on 'Pokemon Go'

    by Jason Scott July 2016

    Have you guys heard of this Pokemon Go thing? 

    Twenty years after the country was first introduced to Pikachu and the horde of collectable monsters, Pokemon is once again sweeping the nation – but this time feels different.

  • New Product Roundup: Lighting, Video Displays and More

    by AB Staff July 2016

    This article appeared in the July/August issue of Athletic Business. Athletic Business is a free magazine for professionals in the athletic, fitness and recreation industry. Click here to subscribe.

  • Fitness Tracker Step Counts Surge with 'Pokemon Go'

    by Kate Silver July 2016

    "Since Pokémon came out, I've found that I'm a lot more engaged in what's around, and I've frequently gotten off the beaten track just so I can get that Pokémon that's nearby," says MacKenzie Olsberg, who is 29. Then she deadpans: "I didn't know there were so many Eevees around my house." (For those of you who may not know, that's a rare type of Pokémon).

  • Venues Look for Winning Strategy with e-Sports

    by Paresh Dave July 2016

    As venues — and cities — contend for the growing business, the same way they skirmish over concerts and conventions, they are learning how to win over promoters and profit off gamers.

  • Could 'Pokemon Go' Make Players More Active?

    by Amy Donaldson July 2016

    As childhood transformed into teenage angst, their interest gravitated to books, computers, television and cellphones, and I was forced to new levels of creativity in attempts to disguise exercise as play. That challenge just got easier for parents everywhere with the release of Pokemon Go. Pokemon was introduced to the world through two video games for Nintendo's Game Boy in 1995. My children were swept up by the craze in about 2000, and became fans of the cartoon, trading cards and the video game. I even suffered through "Pokemon the movie" a heavy-handed attempt to discuss equality using cartoon pocket monsters.

  • Virtual Reality’s Role in the Future of Sports

    by Emily Attwood June 2016

    This article appeared in the June issue of Athletic Business. Athletic Business is a free magazine for professionals in the athletic, fitness and recreation industry. Click here to subscribe.

  • MLB App Offers New Options This Season

    by Roger Yu May 2016

    As the Major League Baseball season approached this year, some MLB fans had held onto hopes the league would introduce within its MLB At Bat app the key ingredient many fans clamor for: streaming of home-market teams.

  • Inside the Super Bowl 50 Mobile App

    by Jason Scott February 2016

    Super Bowl 50 will provide the biggest test of the season for the Carolina Panthers and Denver Broncos, but it will also be a proving ground for the developers of VenueNext, a smartphone application that helps fans get the most out of their stadium experience.

  • Data Mining the Health and Fitness Industry

    by Stuart Goldman January 2016

    This article appeared in the January/February issue of Athletic Business. Athletic Business is a free magazine for professionals in the athletic, fitness and recreation industry. Click here to subscribe.

    The book and film "Moneyball" shine a spotlight on the impact of statistical analytics in the game of baseball. When evaluating players' productivity, the industry began to depend less on batting average and runs batted in and focused more on other statistics such as on-base percentage and slugging percentage.

  • Sponsored Video: TeamSnap Website Builder Overview

    by AB Editors November 2015

    This sponsored content was paid for by TeamSnap. What is sponsored content?

    TeamSnap, the leading tool for organizing and communicating every aspect of team life, offers Website Builder, enabling clubs, leagues, and schools to build professional-looking websites in a snap.