Volume 4, Issue 5: May 2009

 

Athletes Get in Shape With Computing Technologies

Recent advances in computing technology have contributed to a new trend that merges digital gaming with physical sports activities and combines the advantages of both, offering combined effects that have traditionally been limited to each respective domain.

 

In “Digital Sport: Merging Gaming with Sports to Enhance Physical Activities Such as Jogging”, an article from the recent release of Digital Sport for Performance Enhancement and Competitive Evolution: Intelligent Gaming Technologies (edited by Dr. Nigel K. Ll. Pope, Griffith University, Australia, Dr. Kerri-Ann L. Kuhn, Queensland University of Technology, Australia, and Dr. John J. H. Forster, Griffith University, Australia), The University of Melbourne (Australia) professor Dr. Florian ‘Floyd’ Mueller introduces emerging approaches in the amalgamation of digital games technology and sports activities.

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"Commerical systems have already entered households across the wold, and users have appropriated them for their health goals."

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“Commercial systems have already entered households across the world, and users have appropriated them for their health goals,” writes Mueller. “However, many of these systems that have their origin in gaming tradition offer only limited support for energy expenditure. With a simple example of using mobile phones for jogging activity, [this study] shows how technological advances can support traditional sports activity, while being accessible and affordable to the recreational athlete.”

 

Mueller believes digital gaming in combination with sports activities now has the potential to work against its past criticism of supporting a sedentary lifestyle and diminishing physical fitness. It is making a significant leap towards contributing positively to health effects and enabling novel well-being experiences previously difficult to achieve.

 

(Portions of this article are excerpted from Digital Sport for Performance Enhancement and Competitive Evolution: Intelligent Gaming Technologies edited by Dr. Nigel K. Li. Pope, Dr. Kerri-Ann L. Kuhn, and Dr. John J. H. Forster .)

 

Dr. Florian 'Floyd' Mueller, The University of Melbourne (Austraila) 

 

To read more about electronic gaming and other related online issues, please see the following publications and databases available at www.igi-global.com:

Digital Sport for Performance Enhancement and Competitive Evolution: Intelligent Gaming Technologies  

Nigel K. Ll. Pope, Kerri-Ann L. Kuhn, and John J.H. Forster (IGI Global 2009)
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Handbook of Research on Effective Electronic Gaming in Education

Richard E. Ferdig (IGI Global 2009)
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Biologically Inspired Artificial Intelligence for Computer Games

Darryl Charles, Colin Fyfe, Daniel Livingstone, and Stephen McGlinchey(IGI Global 2008)
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Human Computer Interaction: Concepts, Methodologies, Tools and, Applications

Panayiotis Zaphiris and Chee Siang Ang (IGI Global 2009)
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