Digital Sport
Introduction
Digital Sport for Performance Enhancement and Competitive Evolution: Intelligent Gaming Technologies, Book edited by Nigel Pope, Kerri-Ann Kuhn and John Forster; Proposal deadline 31 Dec 2007
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CALL FOR CHAPTER PROPOSALS
Submission Deadline: December 31, 2007
Digital Sport for Performance Enhancement and Competitive Evolution: Intelligent Gaming Technologies
A book edited by Dr. Nigel K. Ll. Pope, Kerri-Ann L. Kuhn and Dr. John Forster, Griffith University, Australia
Introduction
“Digital sport” is an unacknowledged, global phenomenon in the sphere of computer applications. It includes: the computer and console game market, competition between machines (for example, electronic chess tournaments), robots as substitutes for humans, and digital adjudication of human competition (e.g., Hawkeye). Computers and intelligent machines already play enormous roles in training and performance enhancement.
The Overall Objective of the Book
This will be the first book relating to this subject as a whole, which also examines the business applications and implications of the area. The book is intended to establish the field as a scholarly domain, unify the disparate elements involved and encourage communication between currently isolated practitioners and theoreticians.
The Target Audience
The intended audience for this publication includes professionals and researchers working in the field of information and knowledge management in various disciplines (e.g. sport, information and communication sciences, administrative sciences and management, entertainment, physiotherapy, sociology, computer science and information technology). Moreover, the book will provide insights concerning the management of expertise, knowledge, information and marketing in different types of sport and entertainment communities and environments.
Recommended topics include, but are not limited to, the following:
- Adjudication and Performance Enhancement Technologies
- Kinesiological use of digital technology
- Technologies for monitoring human player activity within a competition
- Consumption and Audience Technologies
- Technologies associated with the digital distribution of sport
- Console and computer game technology
- Intelligent Machines as Athletes
- Machines as replacements for humans in sport
- Implications of having humans competing physically with machines
- Business applications including sponsorship, product placement and event management
- Governance issues in digital sport
SUBMISSION PROCEDURE
Researchers and practitioners are invited to submit on or before December 31, 2007, a 2-5 page manuscript proposal clearly explaining the mission and concerns of the proposed chapter. Authors of accepted proposals will be notified by January 31, 2008 about the status of their proposals and sent chapter organizational guidelines. Full chapters are expected to be submitted by April 30, 2008. All submitted chapters will be reviewed on a double-blind review basis. The book is scheduled to be published by IGI Global, , publisher of the IGI Publishing (formerly Idea Group Publishing), Information Science Publishing, IRM Press, CyberTech Publishing, Information Science Reference (formerly Idea Group Reference), and Medical Information Science Reference imprints.
Inquiries and submissions can be forwarded electronically (Word document) or by mail to:
Dr. Nigel Pope
Griffith Business School
GRIFFITH UNIVERSITY Nathan QLD 4111 Australia
Tel.: +61 7 3735 7642 • E-mail: N.Pope@griffith.edu.au