Vancouver Sun

Technology and sports work better together

Apps can enable more active users, writes Sheila Bouman.

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Next week’s #BCTECH Summit is taking place at a time when the public’s mistrust of technology is at an all-time high. From parents’ despair at their kids’ screen time to the effect of social media in determinin­g foreign elections, even the most devout tech evangelist is most likely weighing the pros and cons of storing and sharing workout data with fellow cyclists and runners on the mobile app, Strava.

Despite these challenges, technology continues to prove its worth by pushing the boundaries of innovation to advance human potential. Within the world of sport and physical activity, Olympic athletes are tracking bio-metrics to reap the most benefits out of their training. Profession­al sport teams are using data analytics to optimize their roster. At the highest level of sport, technology is helping produce significan­t results.

However, most people don’t go to the Olympics or participat­e in sport at a high-performanc­e level. In fact, even with the known physical, mental, education and social benefits of sport, we’re seeing a general decline in participat­ion across the country.

Moreover, technology is being perceived as the root cause of our national inactivity crisis. This bold and dangerous presumptio­n ignores other pressing factors that are resulting in kids dropping out of sport, such as early sport specializa­tion and burnout.

Yet, society seems to have adopted the limiting belief that technology and physical activity can’t coexist.

But that’s not true. Technology does play a role in sport and physical activity. Take Pokémon Go, for example. Over the app’s inception, players have walked enough kilometres to circle the Earth over 200,000 times. What’s even more remarkable is how the game inspired physical activity for previously inactive individual­s and fostered community engagement within public spaces.

Another effective example of how technology can provide an incentive for physical activity and health lifestyles originated here in British Columbia.

The Carrot Rewards app allows users to track and input healthy lifestyle choices for rewards, such as Aeroplan points or movie passes. This program has been wildly successful and is a model for how businesses, government and sport partners can partner to improve the quality of lives for British Columbians.

At viaSport, we embrace technology as a key ingredient to remove barriers to participat­ion in sport. Earlier this year, we saw an opportunit­y to create better knowledge-sharing around sport programs and resources for people with disabiliti­es. Microsoft, a leader in technologi­cal innovation, volunteere­d to come on board and partner with us to develop the Accessibil­ity Sport Hub (ASH). A chatbot using artificial intelligen­ce and machine learning, ASH helps athletes, parents, and administra­tors find sport programs and resources for people with disabiliti­es in an easy and interactiv­e manner. Turns out, sport and technology go hand in hand.

With the digital health platform predicted to be worth $220 billion by 2021, technology is certainly here to stay. After all, the innovation potential for technology and physical activity is already happening, even without a coordinate­d effort. Imagine the increased impact sport could have on people’s lives if we simply collaborat­ed.

By working more deliberate­ly with the dynamic leadership of the B.C. technology sector, viaSport will ensure that more people thrive through sport and physical activity. Because technology is not only an ally but a fundamenta­l enabler.

Sheila Bouman is CEO at viaSport B.C., an independen­t not-for-profit organizati­on created with the support of the provincial government in 2011 to lead the province’s sport sector to build a stronger, more effective system in British Columbia. She will be speaking on The Human Side of Tech: Pushing the Boundaries and Creating Positive Human Impact at Western Canada’s largest technology and innovation event, #BCTECH Summit, on May 16.

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