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Electronic sport and its impact on future sport
Örebro University, School of Health and Medical Sciences.
2010 (English)In: Sport in Society: Cultures, Media, Politics, Commerce, ISSN 1743-0437, E-ISSN 1743-0445, Vol. 13, no 2, p. 287-299Article in journal (Refereed) 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?

Place, publisher, year, edition, pages
Taylor & Francis , 2010. Vol. 13, no 2, p. 287-299
Keywords [en]
competitive omputer gaming, E-sport
National Category
Sport and Fitness Sciences
Research subject
Sports Science
Identifiers
URN: urn:nbn:se:oru:diva-20262DOI: 10.1080/17430430903522996OAI: oai:DiVA.org:oru-20262DiVA, id: diva2:452648
Available from: 2011-10-31 Created: 2011-10-31 Last updated: 2017-12-08Bibliographically approved
In thesis
1. Att göra (e)sport: om datorspel och sportifiering
Open this publication in new window or tab >>Att göra (e)sport: om datorspel och sportifiering
2011 (Swedish)Doctoral thesis, comprehensive summary (Other academic)
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.

Place, publisher, year, edition, pages
Göteborg: Ineko, Kållered, 2011. p. 99
Series
Örebro Studies in Sport Sciences, ISSN 1654-7535 ; 14
Keywords
Competitive computer gaming, computer games, sport, sportification, sport
National Category
Sport and Fitness Sciences
Research subject
Sports Science
Identifiers
urn:nbn:se:oru:diva-20187 (URN)
Opponent
Supervisors
Available from: 2011-10-31 Created: 2011-10-28 Last updated: 2017-10-17Bibliographically approved

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CiteExportLink to record
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Citation style
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  • Other style
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