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Adventure, Technology, and Social Media

  • Simon Beames
  • Chris Mackie
  • Matthew Atencio
Chapter

Abstract

After reading this chapter, you will be able to:
  • Understand how technology influences adventure practices in terms of access, comfort, safety, performance, as well as communication

  • Conceptualize how Erving Goffman’s ‘presentation of self’ exemplifies an important aspect of technology use and the sharing of adventure performance

  • Understand that global and local elements fluidly interact within transnational adventure, in a process known as ‘glocalization’

  • Consider how new virtual adventure experiences challenge our views of what is ‘simulation’ and ‘reality’

Key Reading

  1. Berger, I., & Greenspan, I. (2008). High (on) technology: Producing tourist identities through technologized adventure. Journal of Sport and Tourism, 13(2), 89–114.CrossRefGoogle Scholar

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Copyright information

© The Author(s) 2019

Authors and Affiliations

  • Simon Beames
    • 1
  • Chris Mackie
    • 2
  • Matthew Atencio
    • 3
  1. 1.University of EdinburghEdinburghUK
  2. 2.University of the Highlands and IslandsInvernessUK
  3. 3.California State University East BayHaywardUSA

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