Sport and Play in a Digital World

Sport and Play in a Digital World PDF Author: Ivo Van Hilvoorde
Publisher: Routledge
ISBN: 9780367264697
Category :
Languages : en
Pages : 126

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Book Description
Digital technology plays an important role in the everyday lives of people. New types of 'digital sports', (sport) gaming, exergaming, cybersport and eSports increase in popularity all over the world and are even challenging the modern and hegemonic concept of sport. Modern games can hardly be compared with the first generation of electronic games, as the diversity of games has increased dramatically. Philosophers (of sport) have much to say about these new forms of digital play. This book bridges the gap between 'game studies' and current topics within the philosophy of sport literature. It does so by dealing with a variety of topics in which the virtual or the electronic takes over, contradicts or melts with current sports as we know it. This book deals with a variety of conceptual and moral questions, such as: Can video games and eSports be considered as sports activities or not? Are motor skills a defining characteristic of eSports? Can the personal identity be explored within the virtual world? What is happening in a virtual (game) world? How playful is a virtual environment? How do moral standards change in a digital game and how does the game-person and role-playing relate to the real person? This book was originally published as a special issue of Sport, Ethics and Philosophy. n the virtual world? What is happening in a virtual (game) world? How playful is a virtual environment? How do moral standards change in a digital game and how does the game-person and role-playing relate to the real person? This book was originally published as a special issue of Sport, Ethics and Philosophy.

Sport and Play in a Digital World

Sport and Play in a Digital World PDF Author: Ivo van Hilvoorde
Publisher:
ISBN: 9781315142050
Category : Electronic books
Languages : en
Pages :

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Book Description
"Digital technology plays an important role in the everyday lives of people. New types of 'digital sports', (sport) gaming, exergaming, cybersport and eSports increase in popularity all over the world and are even challenging the modern and hegemonic concept of sport. Modern games can hardly be compared with the first generation of electronic games, as the diversity of games has increased dramatically.Philosophers (of sport) have much to say about these new forms of digital play. This book bridges the gap between 'game studies' and current topics within the philosophy of sport literature. It does so by dealing with a variety of topics in which the virtual or the electronic takes over, contradicts or melts with current sports as we know it. This book deals with a variety of conceptual and moral questions, such as: Can video games and eSports be considered as sports activities or not? Are motor skills a defining characteristic of eSports? Can the personal identity be explored within the virtual world? What is happening in a virtual (game) world? How playful is a virtual environment? How do moral standards change in a digital game and how does the game-person and role-playing relate to the real person?This book was originally published as a special issue of Sport, Ethics and Philosophy. "--Provided by publisher.

Sport 2.0

Sport 2.0 PDF Author: Andy Miah
Publisher: MIT Press
ISBN: 0262343126
Category : Social Science
Languages : en
Pages : 286

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Book Description
Ramifications of the convergence of sports and digital technology, from athlete and spectator experience to the role of media innovation at the Olympics. Digital technology is changing everything about modern sports. Athletes and coaches rely on digital data to monitor and enhance performance. Officials use tracking systems to augment their judgment in what is an increasingly superhuman field of play. Spectators tune in to live sports through social media, or even through virtual reality. Audiences now act as citizen journalists whose collective shared data expands the places in which we consume sports news. In Sport 2.0, Andy Miah examines the convergence of sports and digital cultures, examining not only how it affects our participation in sport but also how it changes our experience of life online. This convergence redefines how we think of about our bodies, the social function of sports, and the kinds of people who are playing. Miah describes a world in which the rise of competitive computer game playing—e-sports—challenges and invigorates the social mandate. Miah also looks at the Olympic Games as an exemplar of digital innovation in sports, and offers a detailed look at the social media footprint of the 2012 London Games, discussing how organizers, sponsors, media, and activists responded to the world's largest media event. In the end, Miah does not argue that physical activity will cease to be central to sports, or that digital corporeality will replace the nondigital version. Rather, he provides a road map for how sports will become mixed-reality experiences and abandon the duality of physical and digital.

The Digital World of Sport

The Digital World of Sport PDF Author: Sam Duncan
Publisher: Anthem Press
ISBN: 1785275070
Category : Sports & Recreation
Languages : en
Pages : 226

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Book Description
This book is about how new media, and in particular, digital and social media, has changed the world of sports forever. The way fans receive information, communicate and form communities now predominantly lives online. But perhaps even more significant is the evolution of the sports media industry, where digital media has impacted the broader media industry, stimulated new media organisations, changed old media organisations and altered old conventions of journalism in equal measure. Drawing on the expertise of academics, scholars, experts and professionals at the forefront of the sports, media, and journalism fields, the book suggests that new media has turned the sports industry on its head with profound implications – both exciting and disturbing.

The Digital World of Sport

The Digital World of Sport PDF Author: Sam Duncan
Publisher: Anthem Press
ISBN: 1785275062
Category : Sports & Recreation
Languages : en
Pages : 178

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Book Description
This book is about how new media, and in particular, digital and social media, has changed the world of sports forever. The way fans receive information, communicate and form communities now predominantly lives online. But perhaps even more significant is the evolution of the sports media industry, where digital media has impacted the broader media industry, stimulated new media organisations, changed old media organisations and altered old conventions of journalism in equal measure. Drawing on the expertise of academics, scholars, experts and professionals at the forefront of the sports, media, and journalism fields, the book suggests that new media has turned the sports industry on its head with profound implications – both exciting and disturbing.

Raising the Stakes

Raising the Stakes PDF Author: T. L. Taylor
Publisher: MIT Press
ISBN: 0262527588
Category : Games & Activities
Languages : en
Pages : 333

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Book Description
How a form of play becomes a sport: players, agents, referees, leagues, tournaments, sponsorships, and spectators, and the culture of professional computer game play. Competitive video and computer game play is nothing new: the documentary King of Kong memorably portrays a Donkey Kong player's attempts to achieve the all-time highest score; the television show Starcade (1982–1984) featured competitions among arcade game players; and first-person shooter games of the 1990s became multiplayer through network play. A new development in the world of digital gaming, however, is the emergence of professional computer game play, complete with star players, team owners, tournaments, sponsorships, and spectators. In Raising the Stakes, T. L. Taylor explores the emerging scene of professional computer gaming and the accompanying efforts to make a sport out of this form of play. In the course of her explorations, Taylor travels to tournaments, including the World Cyber Games Grand Finals (which considers itself the computer gaming equivalent of the Olympics), and interviews participants from players to broadcasters. She examines pro-gaming, with its highly paid players, play-by-play broadcasts, and mass audience; discusses whether or not e-sports should even be considered sports; traces the player's path from amateur to professional (and how a hobby becomes work); and describes the importance of leagues, teams, owners, organizers, referees, sponsors, and fans in shaping the structure and culture of pro-gaming. Taylor connects professional computer gaming to broader issues: our notions of play, work, and sport; the nature of spectatorship; the influence of money on sports. And she examines the ongoing struggle over the gendered construction of play through the lens of male-dominated pro-gaming. Ultimately, the evolution of professional computer gaming illuminates the contemporary struggle to convert playful passions into serious play.

Playing Smarter in a Digital World

Playing Smarter in a Digital World PDF Author: Randy Kulman
Publisher:
ISBN: 9781937761158
Category : Education
Languages : en
Pages : 0

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Book Description
A book to help parents to make their children's digital playtime educational Digital play, when used appropriately, can be a powerful tool for learning skills such as planning, time management, cooperation, creativity, and digital literacy. The book's clearly articulated strategies help parents use digital media in a more effective manner and, at the same time, set effective limits and implement a healthy "play diet" for their children. A section devoted to exploring specific strategies for using digital media with children in specific populations--such as children affected by ADHD, autism spectrum and learning disorders, and other mental health and educational issues--is also featured, as is a list of specific games, apps, and tools to make game-based learning most effective.

Sport History in the Digital Era

Sport History in the Digital Era PDF Author: Gary Osmond
Publisher: University of Illinois Press
ISBN: 0252096894
Category : Language Arts & Disciplines
Languages : en
Pages : 297

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Book Description
From statistical databases to story archives, from fan sites to the real-time reactions of Twitter-empowered athletes, the digital communication revolution has changed the way sports fans relate to their favorite teams. In this volume, contributors from Australia, Ireland, New Zealand, the United Kingdom, and the United States analyze the parallel transformation in the field of sport history, showing the ways powerful digital tools raise vital philosophical, epistemological, ontological, methodological, and ethical questions for scholars and students alike. Chapters consider how the philosophical and theoretical understanding of the meaning of history influence a willingness to engage with digital history, and conceptualize the relationship between history making and the digital era. As the writers show, digital media's mostly untapped potential for studying the recent past via blogs, chat rooms, gambling sites, and the like forge a symbiosis between sports and the internet, and offer historians new vistas to explore and utilize. Sport History in the Digital Era also shows how the best digital history goes beyond a static cache of curated documents. Instead, it becomes a truly public history that serves as a dynamic site of enquiry and discussion. In such places, scholars enter into a give-and-take with individuals while inviting the audience to grapple with, rather than passively absorb, the evidence being offered. Timely and provocative, Sport History in the Digital Era affirms how the information revolution has transformed sport and sport history--and shows the road ahead. Contributors include Douglas Booth, Mike Cronin, Martin Johnes, Matthew Klugman, Geoffery Z. Kohe, Tara Magdalinski, Fiona McLachlan, Bob Nicholson, Rebecca Olive, Gary Osmond, Murray G. Phillips, Stephen Robertson, Synthia Sydnor, Holly Thorpe, and Wayne Wilson.

Growing up in a Digital World - Social and Cognitive Implications

Growing up in a Digital World - Social and Cognitive Implications PDF Author: Mikael Heimann
Publisher: Frontiers Media SA
ISBN: 2889717216
Category : Science
Languages : en
Pages : 247

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Book Description


21st Century Sports

21st Century Sports PDF Author: Sascha L. Schmidt
Publisher: Springer Nature
ISBN: 3030508013
Category : Business & Economics
Languages : en
Pages : 303

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Book Description
This book outlines the effects that technology-induced change will have on sport within the next five to ten years, and provides food for thought concerning what lies further ahead. Presented as a collection of essays, the authors are leading academics from renowned institutions such as Massachusetts Institute of Technology, Queensland University of Technology, and the University of Cambridge, and practitioners with extensive technological expertise. In their essays, the authors examine the impacts of emerging technologies like artificial intelligence, the Internet of Things, and robotics on sports and assess how they will change sport itself, consumer behavior, and existing business models. The book will help athletes, entrepreneurs, and innovators working in the sports industry to spot trendsetting technologies, gain deeper insights into how they will affect their activities, and identify the most effective responses to stay ahead of the competition both on and off the pitch.