This book critically examines the transformative intersection of technology with sport and recreation, revealing how technological innovations reshape performance, participation, community engagement, and sustainability.
Drawing from empirical research, diverse case studies and industry insights, the book explores technologies such as wearable fitness devices, artificial intelligence (AI), augmented and virtual reality, esports platforms, digital media, and smart sport-tech solutions. Readers will gain insights into how technology enhances personal fitness and athletic performance, creates immersive spectator experiences, facilitates digital community-building, promotes inclusivity in adaptive sports, and drives sustainability in sports management. Structured around the innovative Technology–Sport–Recreation Framework (TSRF), the book systematically captures complex technological interactions within sport and recreation, highlighting both benefits and ethical considerations. Each chapter includes case studies, practitioner interviews, and links to online resources to further enrich readers' understanding and application of the concepts discussed.
This is an essential resource for sport and recreation professionals, policymakers, academics, and students in sport management, kinesiology, technology studies, public health, and sustainability. It is also invaluable for technology developers, industry practitioners, and anyone passionate about understanding the dynamic interplay between sport, recreation, and technological advancement.
This book critically examines the transformative intersection of technology with sport and recreation, revealing how technological innovations reshape performance, participation, community engagement, and sustainability.
1. Technology, Sport, and Recreation: A Conceptual Framework, Part I: Technology and Performance Enhancement, 2. Wearable Technology and Personal Fitness, 3. Gamification of Fitness and Training, 4. Sports Analytics and Data-driven Performance, Part II: Emerging Technologies and Virtual Experiences, 5. Artificial Intelligence in Sports and Recreation, 6. Virtual Reality and Augmented Reality in Sport, 7. Esports and Digital Technology, 8. Digital Transformation of Traditional Sports, 9. Sport Tech Startups and Innovation, Part III: Social and Community Engagement in Digital Spaces, 10. Digital Communities in Sport, 11. Technology in Adaptive Sport and Recreation, Part IV: Technology and Built and Natural Environments, 12. Technology, Sport Venues and Event Management, 13. Technology and Sustainability in Sport and Recreation, Part V: Conclusion, 14. A Reflection on Technology, Sport, and Recreation Framework
Produktdetaljer
Biografisk notat
Jacob Bustad is an Associate Professor in the Department of Kinesiology at Towson University, USA. His primary research and teaching interests are in the fields of sport management, physical cultural studies, the sociology of sport, and urban studies.
Gashaw Abeza is an Associate Professor in the Department of Kinesiology at Towson University, USA. His research interest is in marketing communication, particularly digital media in the context of sport.