Digital Technologies and the Intensification of Economic and Organisational Mechanisms in Commercial Sport

Digital Technologies and the Intensification of Economic and Organisational Mechanisms in Commercial Sport

John J.H. Forster (Griffith University, Australia)
DOI: 10.4018/978-1-60566-406-4.ch001
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Abstract

One of the major forces shaping modern sport is the application of digital technology. This is transforming the mass consumption, distribution, production, and organisation of sport. A set of frameworks, theories and models for understanding these forces and transformations is presented. Nonetheless, digitisation did not create modern sport. Instead it follows a series of forces and adoptions that have already occurred. Consequently, its impacts can be regarded as evolutionary rather than revolutionary. Three associated aspects of modern sport are examined in this chapter. These are: the phenomenon of superstars; the consumption of sport entertainment in the household; and the competition for the attention of consumers. The events that preceded digitisation are described and analysed, especially in the area of home entertainment, but also in the structures of sports competition, such as leagues and tournaments.

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Editorial Advisory Board
Table of Contents
Foreword
Graham Cuskelly
Acknowledgment
Nigel Pope, Kerri-Ann L. Kuhn, John J.H. Forster
Chapter 1
John J.H. Forster
One of the major forces shaping modern sport is the application of digital technology. This is transforming the mass consumption, distribution... Sample PDF
Digital Technologies and the Intensification of Economic and Organisational Mechanisms in Commercial Sport
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Chapter 2
Sean Reilly, Peter Barron, Vinny Cahill, Kieran Moran, Mads Haahr
The area of computer-augmented sports is large and complex and spans several disciplines. This chapter presents a general-purpose taxonomy of... Sample PDF
A General-Purpose Taxonomy of Computer-Augmented Sports Systems
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Chapter 3
Veljko Potkonjak, Miomir Vukobratovic, Kalman Babkovic, Branislav Borovac
This chapter relates biomechanics to robotics. The mathematical models are derived to cover the kinematics and dynamics of virtually any motion of a... Sample PDF
Dynamics and Simulation of General Human and Humanoid Motion in Sports
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Chapter 4
Brendan Burkett
Monitoring of player activity within a competition is currently a reality within some high performance sporting teams, and the demand and level of... Sample PDF
Technologies for Monitoring Human Player Activity Within a Competition
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Chapter 5
Chee Kwang Quah, Michael Koh, Alex Ong, Hock Soon Seah, Andre Gagalowicz
Through the advancement of electronics technologies, human motion analysis applications span many domains. Existing commercially available magnetic... Sample PDF
Video-Based Motion Capture for Measuring Human Movement
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Chapter 6
Amin Ahmadi, David D. Rowlands, Daniel A. James
Tennis is a popular game played and viewed by millions of people around the world. There is a large impetus for players to improve their game and... Sample PDF
Technology to Monitor and Enhance the Performance of a Tennis Player
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Chapter 7
Daniel A. James, Andrew Busch, Yuji Ohgi
The testing and monitoring of elite athletes in their natural training and performance environment is a relatively new area of development that has... Sample PDF
Quantitative Assessment of Physical Activity Using Inertial Sensors
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Chapter 8
Volker Wulf, Florian ‘Floyd’ Mueller, Eckehard F. Moritz, Gunnar Stevens, Martin R. Gibbs
Augmenting existing sports experiences with computing technology is increasingly gaining attention due to its potential for performance enhancement.... Sample PDF
Computer Supported Collaborative Sports: An Emerging Paradigm
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Chapter 9
Florian ‘Floyd’ Mueller
Recent advances in computing technology have contributed to a new trend that merges digital gaming with physical sports activities and combines the... Sample PDF
Digital Sport: Merging Gaming with Sports to Enhance Physical Activities Such as Jogging
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Chapter 10
Lauren Silberman
Just at the moment when gaming has achieved broad cultural acceptance, a new way of using commercial sport video games is emerging, which adds a new... Sample PDF
Double Play: How Video Games Mediate Physical Performance for Elite Athletes
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Chapter 11
Donald P. Roy, Benjamin D. Goss
The explosion of fantasy sports and the dearth of research about it create a need for investigation in this relatively new form of sport... Sample PDF
A League of Our Own: Empowerment of Sport Consumers Through Fantasy Sports Participation
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Chapter 12
Jean-Pierre Dussault, Michael Greenspan, Jean-François Landry, Will Leckie, Marc Godard, Joseph Lam
We introduce pool and its variants, and describe the challenges of computationally simulating the game to create a robot capable of selecting and... Sample PDF
Computational and Robotic Pool
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Chapter 13
Scott Bingley, Stephen Burgess
Sport plays a major part in the Australian psyche with millions of people participating every year. However organised sport at the local or social... Sample PDF
A Framework for the Adoption of the Internet in Local Sporting Bodies: A Local Sporting Association Example
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Chapter 14
Anthony K. Kerr
Globalisation and advances in communications technology have greatly expanded the potential marketplace for professional teams, especially for those... Sample PDF
Online Questionnaires and Interviews as a Successful Tool to Explore Foreign Sports Fandom
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Chapter 15
Gaoqi He, Zhigeng Pan, Weimin Pan, Jianfeng Liu
Virtual reality and the Olympic Games Museum are used to create a virtual digital Olympic museum (VDOM). This is available solely through the medium... Sample PDF
Virtual Digital Olympic Museum
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Chapter 16
Kerri-Ann L. Kuhn
A multi-billion dollar industry, electronic games have been experiencing strong and rapid growth in recent times. The world of games is not only... Sample PDF
The Market Structure and Characteristics of Electronic Games
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Chapter 17
Beth A. Cianfrone, James J. Zhang
This chapter introduces the new and unique sport promotional format of sport video game sponsorships and in-game advertising. Information on the... Sample PDF
Sport Video Game Sponsorships and In-Game Advertising
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Chapter 18
Mark Lee, Rajendra Mulye, Constantino Stavros
This chapter reports a recent research study involving a sports video game which sought to provide an overview on the use of in-game advertising... Sample PDF
In-Game Advertising: Effectiveness and Consumer Attitudes
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Chapter 19
Monica D. Hernandez, Sindy Chapa
The authors’ study examined factors affecting Mexican adolescent’s memory of brand placements contained in advergames. Specifically, two concerns... Sample PDF
The Effect of Arousal on Adolescent's Short-Term Memory of Brand Placements in Sports Advergames
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Chapter 20
Ellen L. Bloxsome, Nigel K. Ll. Pope
This chapter presents marketers, sporting management and sports organizations with a technique for analyzing consumer schemas associated with... Sample PDF
Schemas of Disrepute: Digital Damage to the Code
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About the Contributors