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Electronic sport and its impact on future sport
Örebro universitet, Hälsoakademin.
2010 (Engelska)Ingår i: Sport in Society: Cultures, Media, Politics, Commerce, ISSN 1743-0437, E-ISSN 1743-0445, Vol. 13, nr 2, s. 287-299Artikel i tidskrift (Refereegranskat) Published
Abstract [en]

The mere mentioning of computer gaming (E-sport) as a form of sports is subversive, according to public health and media discourses. As a matter of fact, the two practices are considered to be oppositional. Sports are often regarded as a virtue, whereas computer gaming is looked upon as a vice. In this light, the basic aim of this essay is to discuss and analyse the ‘sporting qualities’ of competitive computer gaming in relation to the definition of sport. The reasoning will also forecast the future of competitive computer gaming. How might this new form of ‘sport’ develop and what impact will it have on future sports in general? We answer the question by presenting three possible futuristic scenarios. Might it even be that we are standing on the threshold of a new phase in the evolution of sports?

Ort, förlag, år, upplaga, sidor
Taylor & Francis , 2010. Vol. 13, nr 2, s. 287-299
Nyckelord [en]
competitive omputer gaming, E-sport
Nationell ämneskategori
Idrottsvetenskap
Forskningsämne
Idrottsvetenskap
Identifikatorer
URN: urn:nbn:se:oru:diva-20262DOI: 10.1080/17430430903522996OAI: oai:DiVA.org:oru-20262DiVA, id: diva2:452648
Tillgänglig från: 2011-10-31 Skapad: 2011-10-31 Senast uppdaterad: 2017-12-08Bibliografiskt granskad
Ingår i avhandling
1. Att göra (e)sport: om datorspel och sportifiering
Öppna denna publikation i ny flik eller fönster >>Att göra (e)sport: om datorspel och sportifiering
2011 (Svenska)Doktorsavhandling, sammanläggning (Övrigt vetenskapligt)
Abstract [en]

Competitive computer gaming, under the name e-sport, have become a popular activity inSweden and worldwide. Within the e-sport community the question about the relationbetween the e-sport and sport has been discussed. Despite of this, very few sport scientistshave studied e-sport. The aim of this licentiate thesis is to create an understanding of thephenomenon e-sport. As a theoretical framework the concept of sportification was used. Inthree articles aspects of sportification in e-sport was studied. E-sport as a concept evolvedin the late 1990 and is used by many people and organizations. The reasons why theconcept of e-sport is used are probably manifold. In the thesis three reasons are presented,namely higher legitimacy, social recognition and autonomy. Furthermore, the results showsimilarities between e-sport and contemporary sport. E-sport has, in contrast tocontemporary sports, developed from commerce around computer games to sport, and notonly from spontaneous play. In conclusion, e-sport is e-sport. By that I mean that e-sport issomething that goes beyond contemporary sport. Probably, it is due to the fact that e-sportevolved in a time when industrial society was transformed into an information- andcommunication society.

Ort, förlag, år, upplaga, sidor
Göteborg: Ineko, Kållered, 2011. s. 99
Serie
Örebro Studies in Sport Sciences, ISSN 1654-7535 ; 14
Nyckelord
Competitive computer gaming, computer games, sport, sportification, sport
Nationell ämneskategori
Idrottsvetenskap
Forskningsämne
Idrottsvetenskap
Identifikatorer
urn:nbn:se:oru:diva-20187 (URN)
Opponent
Handledare
Tillgänglig från: 2011-10-31 Skapad: 2011-10-28 Senast uppdaterad: 2017-10-17Bibliografiskt granskad

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