
Digital Sport for Performance Enhancement and Competitive Evolution
Intelligent Gaming Technologies
Information Science Reference (Publisher)
Published on 31. May 2009
Book
Hardback
382 pages
978-1-60566-406-4 (ISBN)
Description
An unacknowledged, global phenomenon in the sphere of computer applications, digital sport, plays an enormous part in training and performance enhancement. Digital Sport for Performance Enhancement and Competitive Evolution: Intelligent Gaming Technologies is the first book to provide an overview of the increasing level of digitization in sport including areas of gaming and athlete training. A cutting-edge reference source within its field, this book discusses sport consumers and the playing of computer games drawing from academicians and practitioners from varied disciplines and approaches.
More details
Language
English
Place of publication
Hershey
United States
Publishing group
IGI Global
Target group
Professional and scholarly
Illustrations
illustrations
Dimensions
Height: 286 mm
Width: 221 mm
Thickness: 27 mm
Weight
1301 gr
ISBN-13
978-1-60566-406-4 (9781605664064)
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
Schweitzer Classification
Persons
Nigel K. Ll. Pope took his undergraduate degree in politics and Anglo-Saxon literature at the University of Queensland. He later took his MBA from the University of Central Queensland and his doctorate from Griffith University, specializing in sport sponsorship. His research has appeared in the Journal of Advertising, European Journal of Marketing and Sport Marketing Quarterly amongst other publications. His current interests are in digitization of entertainment and the structural foundations of the entertainment industry. He is currently an Associate Professor with Griffith Business School. Kerri-Ann L. Kuhn is a Lecturer, Griffith Business School at Griffith University. She holds a PhD from the Queensland University of Technology and a Masters of Marketing Management with Honours from Griffith University. She is also the recipient of an Australian Postgraduate Award. Her research interests are in the areas of marketing communications and interactive technologies, particularly video gaming, and the impact on consumer behavior. She has published and presented papers in this area and is a regular convenor of Griffith University�s Interactive/ Internet Marketing course. Kerri-Ann has performed radio interviews with the Australian Broadcasting Corporation (ABC) and has been published in national print media. John Forster is currently on secondment from Griffith University (Australia) (where he teaches economics) to The American University of Sharjah, UAE (teaching management). In one way or another, John has been associated with Canberra CAE, Queensland University of Technology and Sydney University (all Australia); University of the South Pacific (Fiji); University of Waikato (NZ); North East London Polytechnic, Keele University and Queen Mary College (all UK); and McMaster University (Canada). His early interest was in urban networks and urban labour markets. John has also been an Australian public servant, as well as a member of the crew of the historic tug, SS Forceful, on the Brisbane River and Moreton Bay. He has published eight books on topics such as Strategic Management, Sports Governance and Public Management. His interest in digital technologies include both sport and the operation of electronic markets.
Content
Computer supported collaborative sports Digital sport Intelligent gaming technologies Measuring human movement Merging gaming with sports Monitoring human player activity Performance enhancement Quantitative assessment of physical activity Simulation of general human and humanoid motion Training and participation applications Video-based motion Video games for physical performance