Submit a Manuscript to the Journal
Journal of Leisure Research
For a Special Issue on
Technology, Innovation and Leisure
15 October 2021
16 May 2022
Technology, Innovation and Leisure
Vigo (2019) identified the radical changes that have taken place in leisure around the world over the past two decades as a result of new technologies, and the profound effects these technologies are having on culture, health, and experience. Examining the intersection of technology and leisure has been of interest to scholars for several decades (López Sintas et al., 2015; Mokhtarian et al., 2006; Roberts, 2006). Practitioners also require a better understanding of how technology can innovate their programs and reach. For example, the global Healthy Parks, Healthy People movement has identified several important ways that technologies, like wearables and remote sensing, might influence healthier environmental and leisure habits (Parks Victoria Australia & USNPS, 2015). Technology initially designed for people with disabilities has made its way into the mainstream of societies for the benefit of many and can be considered universally designed technology. For instance, text communication using a cellular phone stemmed from communication devices for people who are deaf and hearing impaired (Rockman, 2018). With new technologies emerging and being inserted within peoples’ lives each day, scholarly examination of the intersections between these innovations and leisure is more important than ever. The use of existing technologies in new ways is also important to understand relative to the leisure experience. Researchers and their methods must continue to advance, in order to better anticipate and inform theory, industry, and society (Guia & Jamal, 2020; Payntar et al., 2021; Marston et al., 2020; Tuomi et al., 2020; Tussyadiah et al., 2018).
Today, the globalization of technology is completely revolutionizing how people view leisure, experience leisure, spend their leisure time, and engage in leisure across the globe (Femenia- Serra et al., 2019; Lancioni et al., 2016, 2020; Montoya & Hertel, 2018). Although there is no doubt that new technologies like ICTs, exo-skeletal bionics, wearable sensors, biofeedback collection tools, artificial intelligence, Big Data, and augmented and immersive tech are extending the reach of technology into new areas of our lives and leisure pursuits, the implications and impacts of those developments are still under investigation and debate (Choi & Dattilo, 2017; Nimrod & Ivan, 2019). Some believe that technologies are enhancing leisure by making it possible to communicate faster, connect to remote areas and places, engage in health promoting leisure activities using technology, anticipate and correct sports injuries, enhance sports performance, and have virtual experiences that might not have otherwise been possible (Dolesh, 2020; Dębska et al., 2019; He et al., 2018; Moller et al., 2017). Others conclude that technology has impeded or diminished the leisure experience, highlighting what they consider an excessive amount of leisure time spent using technology and detrimental changes in how people interact during leisure and their direct interactions and sensory experiences with nature (Davies et al., 2012; Gaston & Soga, 2020; Madhav et al., 2017; Roberts, 2006).
Pursuant to the above background and justification, this special issue calls for various forms of papers (empirical, theoretical, methodological, conceptual and review-based) on topics including but not limited to the following:
- Critical sociological or psychological views of technologies and leisure
- Critical views of the intersection of the tenets of leisure (time, state of being, activity) and technology
- How leisure studies in higher education contexts has responded to, shifted methods, or engaged with technology
- Ways in which technology has engaged people from marginalized groups in leisure
- How new technologies have created access to leisure
- New or innovative ways of using existing technology in leisure
- The intersection or relationship between social justice, technology, and leisure (e.g., socio-economically disadvantaged communities)
- Technology and leisure service delivery, including augmented, immersive, robotic, and virtual aspects of events, museum access, performances, sports, outdoor recreation, heritage, and tourism
- Paradigm shifts in leisure services post Covid-19 using technology
ABSTRACT GUIDELINES: Mail your abstracts to Dr. Mary Ann Devine <[email protected]> and/or Dr. Trace Gale <[email protected]>. All abstracts must include a title and appropriate subheadings (e.g., Introduction, Methods, Findings, Discussion/Conclusions). Abstracts of 500 words reporting conceptual and theoretical discussions should also have an effective set of subheadings. Use double space, 12-point font, Times Roman, and one-inch (2.54 cm) margins on sides, top and bottom. You should submit the files as a Word for Windows document. Abstracts should have a cover page that includes authors’ names, affiliations and contact information.
Abstracts will be reviewed by the special issue guest editors. They will be considered with respect to appropriateness (i.e., the content being relevant to technology, innovation and leisure) and quality (i.e., theoretical contribution, use of appropriate methods, and adequacy of data). The top 10-12 abstracts submitted to the general call will be invited to submit full manuscripts to the special issue. The authors will be notified by mid-November, 2021 if they have been invited to submit a full paper for the special issue.
The deadline for the submission of full papers will be May 16, 2022. The papers will undergo a standard blind peer-review process. The maximum length of the manuscripts will be 9,000 words (not including the abstract or tables/figures), unless the need for an extended length is clear (e.g., highly advanced statistics that require elaboration or complex interpretive studies). Papers will be published online as they are accepted and the print issue of the special issue will be published in mid-2023.
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