ABSTRACT

Interactive Sports Technologies explores the different approaches, contexts, and practices within which the research, utilization, and production of digital technologies for sports emerge. Transcending disciplinary boundaries, this edited collection covers a diverse range of areas related to technology-body integration, technologies for training reactive skills, techno-methodological procedures for measuring physical performance, data collection for performance metrics, data-driven sonification as real-time feedback, augmented reality for training, augmented ball-based team games, gamified football for engagement, and sports technologies for parasports and social inclusion.