Digital Sport for Performance Enhancement and Competitive Evolution: Intelligent Gaming Technologies

Digital Sport for Performance Enhancement and Competitive Evolution: Intelligent Gaming Technologies

Indexed In: SCOPUS
Release Date: May, 2009|Copyright: © 2009 |Pages: 414
DOI: 10.4018/978-1-60566-406-4
ISBN13: 9781605664064|ISBN10: 1605664065|EISBN13: 9781605664071
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Description & Coverage
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.

Coverage:

The many academic areas covered in this publication include, but are not limited to:

  • 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 games for physical performance
  • Video-based motion
Reviews & Statements

I commend this book to both the general and technical sportsperson and enthusiast. It is the first of its type to bring together training, participation and business perspectives in an examination of sport and technology. My congratulations go to the editors and the chapter authors.

– Graham Cuskelly, Editor, Sport Management Review
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Editor/Author Biographies
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 Post-Doctoral Research Fellow and Lecturer at the Queensland University of Technology (QUT), where she teaches e-Marketing Strategies. She holds a PhD from QUT (Australia) and a Masters of Marketing Management with Honours from Griffith University (Australia), where she also earned her Bachelor degrees in International Business and Commerce, and a Graduate Diploma in Japanese. 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 effects on consumer behavior. She has published and presented papers in this area, which includes appearances in national print media and radio interviews with the Australian Broadcasting Corporation (ABC).
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.
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Editorial Advisory Board

Editorial Advisory Board

  • Mark Brown, Queensland University, Australia
  • Edward Forrest, University of Alaska Anchorage, USA
  • Kevin Voges, University of Canterbury, New Zealand

    List of Reviewers

  • Amin Ahmadi, Griffith University, Australia
  • Scott Bingley, Victoria University, Australia
  • Mark Brown, University of Queensland, Australia
  • Stephen Burgess, Victoria University, Australia
  • Brendan Burkett, University of the Sunshine Coast, Australia
  • Sindy Chapa, Texas State University, USA
  • Beth A. Cianfrone, Georgia State University, USA
  • Edward Forrest, University of Alaska, USA
  • Andre Gagalowicz, INRIA, France
  • Monica D. Hernandez, University of Texas-Pan American, USA
  • Daniel James, Griffith University, Australia
  • Veljko Potkonjak, University of Belgrade, Serbia
  • Chee Kwang Quah, Republic Polytechnic, Singapore
  • Michael Koh, Republic Polytechnic, Singapore
  • Constantino Stavros, RMIT University, Australia
  • Gunnar Stevens, Fraunhofer FIT, Germany
  • Kevin Voges, University of Canterbury, New Zealand
  • Volker Wulf, University of Siegen, Germany