Contents

The book is divided into three parts

IAAF World Junior Championships #oregon14 14555321929 copy.jpg

Part 1:
The field of pla
y

This section establishes the main philosophical and conceptual foundations to the book, exploring the relationship between sport, digital and Olympic culture. It sets out the case for why we should make sports more digital.

Chapter 1: Games Based Culture

Chapter 2: Real-World Games

 

7th eSport World Championships 23565571622 copy.jpg

Part 2:
e-sports in three dimensions

This section explores the entire spectrum of digital transformations in sport, from the athlete and official through to the spectator and amateur gamer.

Chapter 3: The Digital Ecology of Elite Sports

Chapter 4: The Serious Gamer as Elite Athlete

Chapter 5: Digital Spectators in Augmented Realities

JP9C7259 copy 2.JPG

Part 3:
The Olympic Games and sport's digital revolution 

This section takes a detailed look at digital media change at the Olympic Games, from Sydney 2000 to Rio 2016.

Chapter 6: Media Change at the Olympic Games

Chapter 7: The New Olympic Media

Chapter 8: Social Media and the Olympics

Chapter 9: The Effect of Social Media on the 2012 London Olympics

Chapter 10: Citizen Journalism and Mobile Media

Citations to Sport 2.0

Belfiore, P., & Ascione, A. (2018). Social Marketing in Sport Communication. Giornale Italiano di Educazione alla Salute, Sport e Didattica Inclusiva, (4).

Fenton, A., & Helleu, B. (2018). Digital and social media. Routledge Handbook of Football Business and Management.

Gaspar Teixeira, C. R., & Tietzmann, R. (2018). Fame data: The growth of the athletes' official social media profiles in Rio 2016.

Gila, J. M. P. (2018). Disseminating the Olympic values on Facebook and Twitter during Rio 2016: content, influencers and engagement. Diagoras: International Academic Journal on Olympic Studies2, 61-82.

Hutchins, B. (2018). Mobile Media Sport: The Case for Building a Mobile Media and Communications Research Agenda. Communication & Sport, 2167479518788833.

Lawrence, S., & Crawford, G. (2018). The hyperdigitalization of football cultures. Digital Football Cultures: Fandom, Identities and Resistance.

Suschevskiy, V., & Marchenko, E. (2018, May). Network Analysis of Players Transfers in eSports: The Case of Dota 2. In International Conference on Digital Transformation and Global Society (pp. 468-473). Springer, Cham.

Teixeira, C. R. G. (2017). Data Fama: o desempenho dos atletas olímpicos nas redes sociais digitais.


 

Recently on this topic

Previous
Previous

About the Book