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Sport 2.0Transforming Sports for a Digital World$
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Andy Miah

Print publication date: 2017

Print ISBN-13: 9780262035477

Published to MIT Press Scholarship Online: September 2017

DOI: 10.7551/mitpress/9780262035477.001.0001

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PRINTED FROM MIT PRESS SCHOLARSHIP ONLINE (www.mitpress.universitypressscholarship.com). (c) Copyright The MIT Press, 2018. All Rights Reserved. Under the terms of the licence agreement, an individual user may print out a PDF of a single chapter of a monograph in MITSO for personal use (for details see http://www.mitpress.universitypressscholarship.com/page/privacy-policy).date: 18 August 2018

Introduction

Introduction

Chapter:
(p.1) Introduction
Source:
Sport 2.0
Author(s):

Andy Miah

Publisher:
The MIT Press
DOI:10.7551/mitpress/9780262035477.003.0001

This chapter provides a detailed overview of the book, which is written in three parts. Part I focuses on how digital technology is changing sport experiences from a wide range of perspectives, while also providing some of the philosophical underpinning to the book. It examines how the logic of gaming provides a unifying theory for digital culture, sport, and the Olympic Games. Part II draws together these analyses and focuses on the broad ways in which digital technologies have affected elite and amateur sports experiences, along with considering how they have re-constituted the spectator’s proximity to the action. Part III focuses on the Olympic Games, as an exemplar of digital media innovation in sports. It documents the rise of citizen journalism and alternative news production practices that occur around sports events, notably the Olympic Games from Sydney 2000 to Rio de Janeiro 2016.

Keywords:   Olympic Games, digital games, gamification, virtual reality, unreality

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