Trends: Cyborg Games

Research output: Contribution to journalArticlepeer-review


AbstractPurpose – Wearable technologies are a near-future concept and cyborgs are in fact reality. The authors’ proposition is how cyborgisation could and will occur.Design/methodology/approach – The approach used by this paper is a general review.Findings – The authors explain how the line between humans and technology is becoming more and more blurred as this trends paper explores the concepts of singularity and cyborgs as a future state, highlighting the world’s first cyborg games.Originality/value – The paper contributes to our understanding that science fiction is fiction to some, but reality to others, depending on a person’s cognition and insight.
Original languageEnglish
Pages (from-to)78-81
JournalJournal of Tourism Futures
Issue number1
Publication statusPublished (in print/issue) - 2014

Bibliographical note

Reference text: Clynes, M. and Klines, S. (1960), ‘‘Cyborgs and space’’, available at:
uploads/2012/01/cyborgs-Astronautics-sep1960.pdf (accessed 30 March 2014).
Cybathlon (2014), CYBATHLON 2016: The Championship for Robot-Assisted Parathletes, available at: (accessed 30 March 2014).
Future Foundation (2014), Catwalk Computing, available at:
(accessed 30 March 2014).
Kurzweil, R. (2005), The Singularity is Near, Penguin Books, New York, NY.
Li, C., Chen, Y., Chen, W., Huang, P. and Chu, H. (2014), ‘‘Sensor embedded teeth for oral activity
recognition’’, available at: (accessed 30 March
Pilato, H. (2007), Bionic Book Reconstructed, Bear Monar Media, Albany, GA.
Yeoman, I. (2012), 2050: Tomorrow’s Tourism, Channelview, Bristol.


  • Events
  • Sport
  • Future
  • Science fiction
  • Singularity
  • Wearable technology
  • Cyborgs


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