Digital Sport for Performance Enhancement and Competitive Evolution: Intelligent Gaming Technologies, 1st Edition

  • Nigel K. Pope
  • Published By:
  • ISBN-10: 1605664073
  • ISBN-13: 9781605664071
  • Grade Level Range: College Freshman - College Senior
  • 390 Pages | eBook
  • Original Copyright 2009 | Published/Released September 2009
  • This publication's content originally published in print form: 2009

  • Price:  Sign in for price



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.

Table of Contents

Front Cover.
Title Page.
Copyright Page.
Editorial Advisory Board.
Table of Contents.
Detailed Table of Contents.
1: Digital Technologies and the Intensification of Economic and Organisational Mechanisms in Commercial Sport.
2: Training and Participation Applications.
3: A General–Purpose Taxonomy of Computer–Augmented Sports Systems.
4: Dynamics and Simulation of General Human and Humanoid Motion in Sports.
5: Technologies for Monitoring Human Player Activity within a Competition.
6: Video-Based Motion Capture for Measuring Human Movement.
7: Technology to Monitor and Enhance the Performance of a Tennis Player.
8: Quantitative Assessment of Physical Activity Using Inertial Sensors.
9: Computer Supported Collaborative Sports: An Emerging Paradigm.
10: Digital Sport: Merging Gaming with Sports to Enhance Physical Activities Such as Jogging.
11: Double Play: How Video Games Mediate Physical Performance for Elite Athletes.
12: A League of Our Own: Empowerment of Sport Consumers Through Fantasy Sports Participation.
13: Computational and Robotic Pool.
14: Business Applications.
15: A Framework for the Adoption of the Internet in Local Sporting Bodies: A Local Sporting Association Example.
16: Online Questionnaires and Interviews as a Successful Tool to Explore Foreign Sports Fandom.
17: Virtual Digital Olympic Museum.
18: The Market Structure and Characteristics of Electronic Games.
19: Sport Video Game Sponsorships and In-Game Advertising.
20: In-Game Advertising: Effectiveness and Consumer Attitudes.
21: The Effect of Arousal on Adolescent's Short–Term Memory of Brand Placements in Sports Advergames.
22: Schemas of Disrepute: Digital Damage to the Code.
Compilation of References.
About the Contributors.