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The days when sport could only be watched on one of a handful of terrestrial television channels have long gone. The Internet is now a significant medium for sport coverage, allowing fans to access the latest news about their favorite team, sport or event. The technology and means available for delivering sport to different sections of society is continuing to rapidly grow. Changes in contemporary technologies and the economics of the broadcast and print media have contributed significantly to an expansion in the volume of sports texts and to the emergence of new styles of sports writing.〔Lange, Kirsten 2002. Sport and New Media: A Profile of Internet Sport Journalists in Australia, School of Human Movement, Recreation and Performance, Faculty of Human Development, Victoria University. November 13, 2010.〕 The new media explosion does more than begin to make ''“any sport, any event, any time, any device”'' a viable reality for the fan. It also begins to blur the boundary between gaming and reality.〔http://www.slideshare.net/marobella/social-media-in-sports-the-athlete-1151579. Retrieved January 06, 2011.〕 The list of possible outlets for sport is seemingly endless: high definition and 3D television, IPTV, mobile phones, YouTube, web streaming, digital radio, iPlayer, games consoles, and social networking sites. == Web 1.0 == Mostly a one-way read/write, centralized experience. (1997~2007) A brand, person, company etc. builds a website, populates with content. People visit that website to read the content but have limited ways to interact, dialogue and generate unique content to share with the site owner and other visitors. Some interaction occurs through forums, message boards and email. In web 1.0, users would typically browse via a singular device, the PC.〔http://www.slideshare.net/marobella/social-media-in-sports-the-athlete-1151579. Retrieved January 06, 2011.〕 抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)』 ■ウィキペディアで「New Media and Sports」の詳細全文を読む スポンサード リンク
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