Book

Sport 2.0

Andy Miah

Published by The MIT Press

Published in print February 2017 | ISBN: 9780262035477
Published online September 2017 | e-ISBN: 9780262343114 | DOI: https://dx.doi.org/10.7551/mitpress/9780262035477.001.0001
Sport 2.0

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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.

Keywords: eSport; digital culture; Olympic Games; Journalism; citizen journalism; social media; London 2012; Transmedia; augmented reality; virtual reality; Twitter; YouTube

Book.  288 pages.  Illustrated.

Subjects: Sport and Leisure

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Table of Contents

Introduction in Sport 2.0

Chapter

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Games-Based Culture in Sport 2.0

Chapter

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Real-World Games in Sport 2.0

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