Digital sport for performance enhancement and competitive evolution : intelligent gaming technologies / [edited by] Nigel K. Li Pope, Kerri-Ann L. Kuhn, John J.H. Forster
Published
Hershey, PA : Information Science Reference, c2009
Digital technologies and the intensification of economic and organisational mechanisms in commercial sport -- A general-purpose taxonomy of computer-augmented sports systems -- Dynamics and simulation of general human and humanoid motion in sports -- Technologies for monitoring human player activity within a competition -- Video-based motion capture for measuring human movement -- Technology to monitor and enhance the performance of a tennis player -- Quantitative assessment of physical activity using inertial sensors -- Computer supported collaborative sports: an emerging paradigm -- Digital sport: merging gaming with sports to enhance physical activities such as jogging -- Double play: how video games mediate physical performance for elite athletes -- A league of our own: empowerment of sport consumers through fantasy sports participation -- Computational and robotic pool -- A framework for the adoption of the Internet in local sporting bodies: a local sporting association example -- Online questionnaires and interviews as a successful tool to explore foreign sports fandom -- Virtual digital Olympic museum -- The market structure and characteristics of electronic games -- Sport video game sponsorships and in-game advertising -- In-game advertising: effectiveness and consumer attitudes -- The effect of arousal on adolescent's short-term memory of brand placements in sports advergames -- Schemas of disrepute: digital damage to the code
Summary
"This book provides an overview of the increasing level of digitization in sport including areas of gaming and athlete training"--Provided by publisher
Bibliography
Includes bibliographical references (p. 336-376) and index
Notes
Description based on print version record and CIP data provided by publisher; resource not viewed