Provides an overview of the increasing level of digitization in sport including areas of gaming and athlete training.These surveys report that the young male segment spends on average two hours perday playing video games, with American males reporting ... Equally impressive are the reported marketing successes of brands that have made use of this medium (Lindstrom, 2001) ... its target market via the hugely popular futuristic racing game Wipeout, while the Mitsubishi Lancer Evo found a market in gamers after itanbsp;...
Title | : | Digital Sport for Performance Enhancement and Competitive Evolution: Intelligent Gaming Technologies |
Author | : | Pope, Nigel |
Publisher | : | IGI Global - 2009-05-31 |
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