[game_edu] call for chapter proposals in new book

S. Gold goldfile at gmail.com
Mon Jan 14 11:17:00 EST 2008


CALL FOR CHAPTER PROPOSALS
Submission Deadline: January 31, 2008
Digital Sport for Performance Enhancement and Competitive Evolution:
Intelligent Gaming Technologies
A book edited by Dr. Nigel K. Ll. Pope, Kerri-Ann L. Kuhn and Dr. John
Forster, Griffith University, Australia

Introduction
'Digital sport' is an unacknowledged, global phenomenon in the sphere of
computer applications. It includes: the computer and console game market,
competition between machines (for example, electronic chess tournaments),
robots as substitutes for humans, and digital adjudication of human
competition (e.g., Hawkeye ). Computers and intelligent machines already
play enormous roles in training and performance enhancement.

The Overall Objective of the Book
This will be the first book relating to this subject as a whole, which also
examines the business applications and implications of the area. The book is
intended to establish the field as a scholarly domain, unify the disparate
elements involved and encourage communication between currently isolated
practitioners and theoreticians.

The Target Audience
The intended audience for this publication includes professionals and
researchers working in the field of information and knowledge management in
various disciplines (e.g. sport, information and communication sciences,
administrative sciences and management, entertainment, physiotherapy,
sociology, computer science and information technology). Moreover, the book
will provide insights concerning the management of expertise, knowledge,
information and marketing in different types of sport and entertainment
communities and environments.
Recommended topics include, but are not limited to, the following:
Adjudication and Performance Enhancement Technologies
Kinesiological use of digital technology
Technologies for monitoring human player activity within a competition
Consumption and Audience Technologies
Technologies associated with the digital distribution of sport
Console and computer game technology
Intelligent Machines as Athletes
Machines as replacements for humans in sport
Implications of having humans competing physically with machines
Business applications including sponsorship, product placement and event
management
Governance issues in digital sport

SUBMISSION PROCEDURE
Researchers and practitioners are invited to submit on or before  January
31, 2008 , a 2-5 page manuscript proposal clearly explaining the mission and
concerns of the proposed chapter. Authors of accepted proposals will be
notified by February 29, 2008 about the status of their proposals and sent
chapter organizational guidelines. Full chapters are expected to be
submitted by April 30, 2008 . All submitted chapters will be reviewed on a
double-blind review basis. The book is scheduled to be published by IGI
Global, www.igi-global.com , publisher of the IGI Publishing (formerly Idea
Group Publishing), Information Science Publishing, IRM Press, CyberTech
Publishing, Information Science Reference (formerly Idea Group Reference),
and Medical Information Science Reference imprints.
Inquiries and submissions can be forwarded electronically (Word document) or
by mail to:

Dr. Nigel Pope
Griffith Business School
GRIFFITH UNIVERSITY Nathan QLD 4111 Australia
Tel.: +61 7 3735 7642  E-mail: N.Pope at griffith.edu.au

*******************************************
--
Susan Gold
goldfile at gmail.com

³In a completely sane world, madness is the only freedom!² - J. G. Ballard

-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://seven.pairlist.net/pipermail/game_edu/attachments/20080114/0ed5167b/attachment.html>


More information about the game_edu mailing list