Assignment 2

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Louisiana State University, Shreveport *

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703

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Apr 3, 2024

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Assignment 2 Louisiana State University, Shreveport MBA703 January 28, 2024 The goal of an information system is to generate knowledge that can be used for decision making by taking data and transforming it into information that allows it to do so (Britannica, 2023).
Every individual uses information systems in their everyday life both professionally and personally. They are specifically important to businesses. Football teams are one of those businesses too use information systems, one of which being virtual reality. STRIVR, short for Sports TRaining In VR, took off in 2015 and was immediately used by six NFL teams and seven college teams. EON Sports VR took off around the same time. The software these companies use captures plays (takes in data), then creates virtual reality trainings (transforms the information) (Zhao & Gao, 2022). The players use this software to run plays or react to situations as they would on the field without having to physically be there. This ultimately prepares the player mentally so they can make better decisions during the game faster and have a quicker reaction time (Zhao & Gao, 2022). This software was originally created with quarterbacks in mind when in N.C.A.A. and the NFL continue to restrict the number of contact practices a team could have (Ramgopal, 2017). It allowed quarterbacks to practice in spotting open receivers, spot defensive gaps, etc. This was then adopted to all positions lineman could have practice looking for offensive tells, spot safeties and receivers were able to run plays against different defenses (Schroeder 2015). They continued to adapt the software to allow different plays to be added based on the team. When broken down to how the software works it is your basic information system. While only a select number of teams used the software in the beginning more and more continues to add it to their teams. Frontiers Psychology did a study on VR and athletes to see the effects it really had. The VR simulations used in sports training allows the brain to believe it is in real life situations. The experiment showed there was a significant increase in performance after VR training. There were improvements in decision making performance and visual search behavior. As the study showed
there was overall improvement with the use of VR simulations but it also allowed players to rest their bodies and decreased the chance of injuries since they were able to practice without contact. Adopting the VR software is now necessary for teams to stay competitive. We have seen the importance of resting players to prevent injuries. Coaches will have when starting players sit out during games that aren’t important or if they’re winning by a large number in order to rest their player and reduce the chances of getting hurt. While this tends to happen closer to playoffs, adopting this software will allow all their players to reduce their chance of injury throughout the entire season by reducing their contact practice time while still being able to run real life plays. Teams that are using this software are given an advantage over teams who don’t use it. A kicker a Stanford, Conrad Ukropina, once told the New York Times that practicing with the software assisted with the win in the 2015 Rose Bowl. The repetition of being able to practice that exact kick that was needed in the game made the kick almost like muscle memory. It also took the pressure of since he mentally had prepared in that environment (Ramgopal, 2017). Overall STRIVR and EON are information systems that are competitive necessities for all football programs. They have many benefits for their teams and if they are the only ones not using it then their program will not be able to keep up with the rest. References
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Information Systems: A Manager’s Guide to Harnessing Technology. (2010). Ramgopal, K. (2017). Virtual Reality Companies Are Changing How Athletes See Practice. Retrieved from: https://www.nytimes.com/2017/11/24/sports/virtual-reality-athletes.html Richlan, F, Weib, M, Kastner, P, & Braid, J. (2023). Virtual training, real effects: a narrative review on sports performance enhancement through interventions in virtual reality. Retrieved from: https://www.frontiersin.org/articles/10.3389/fpsyg.2023.1240790/full#:~:text=Results %20of%20experiment%20two%20(novices,only%20for%20the%20VR%20group. Schroeder, G. (2015). Virtual reality becomes a reality for college football. Zhao, K., & Guo, X. (2022). Analysis of the Application of Virtual Reality Technology in Football Training. Journal of Sensors, 2022. https://doi-org.lsus.idm.oclc.org/10.1155/2022/1339434 Zwass, V. (2023). Information System – Britannica. Retrieved from: https://www.britannica.com/topic/information-system