Digital Sport for Performance Enhancement and Competitive Evolution: Intelligent Gaming Technologies: Intelligent Gaming TechnologiesPope, Nigel, Kuhn, Kerri-Ann L., Forster, John J.H. 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. |
Contents
1 | |
Training and Participation Applications | 18 |
Business Applications | 211 |
Compilation of References | 336 |
Other editions - View all
Common terms and phrases
activities adoption allow analysis applications approach Association athletes attention attitude Australia ball body brand Business cameras changes chapter clubs communication competition Conference considered consumers consumption create describe discussion dynamic effects electronic environment examined example experience factors fans fantasy sports field Figure football human impact important in-game advertising increased individual industry influence interaction interest International Internet involved Journal League learning Liverpool F.C. major Management Marketing measure methods motion motives movement object offer participants performance physical play players pool position possible potential presented professional Retrieved robot Science sensors serve shot simulation social sponsorship sport video games tennis tion tracking understanding University users virtual Vision visual