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Sport 2.0

Transforming Sports for a Virtual World

Bibliographic Data

ID23430461
AuthorsAndy Miah (0000-0003-0137-674X, corresponding author)
Year2017
Pages288
Publication date2017-09-21
Open AccessNo
TypeBOOK
VenueSport 2. 0 (SOURCE_BOOK)
PublisherThe MIT Press (PUBLISHER • US)
DOI10.7551/mitpress/9780262035477.001.0001
OpenAlexW2602305604
Open LibraryOL28618085M
ISBN9780262035477
LanguageEN

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. Sport 2.0 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 it transforms the populations of people who are playing. Sport 2.0 describes a world in which the rise of competitive computer game playing—e-sports—challenges and invigorates the social mandate of both sports and digital culture. It also examines media change at the Olympic Games, as an exemplar of digital innovation in sports. Furthermore, the book 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.

Advertising · Business · Convergence (economics) · Digital media · Mandate · Media studies · Political science · Public relations · Social media · Sociology · Digital Games and Media · Law · Sports, Gender, and Society · Mass media and sports · Olympics · Sports · Sports spectators

Citation velocityhistorical
Highly citedNo

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