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Law and morality in counterstrike
Örebro University, School of Health and Medical Sciences.
Malmö university, Malmö, Sweden.
2010 (English)In: Entertainment and Sports Law Journal (Online), ISSN 1748-944X, E-ISSN 1748-944X, Vol. 8, no 2, p. 1-13Article in journal (Refereed) Published
Abstract [en]

This article uses David Fraser’s work on law and cricket as a departure point. His analysis of the relationship between law, popular culture and everyday life is inspiring and contributes to a socio-legal understanding of law and morality as well as society and its cultural development in general. Cricket, no doubt, is closely connected with the British Empire, with parliamentarianism, modernity, cultural identity, heritage, fair play and the sportsmanship of 19th-century ideals and virtues; but it is also closely associated with rule violations, commercialization and commodification, as is modern sport in general. The focus of this article, which departs from Fraser’s approach, will be on a computer game; that is, a game that, at least hypothetically, is related to globalization, networks, post-modernity, youth, lifestyles and moral pluralism.

Place, publisher, year, edition, pages
Warwick , 2010. Vol. 8, no 2, p. 1-13
Keywords [en]
Cricket, computer games, popular culture, norm (re)production and legality
National Category
Sport and Fitness Sciences
Research subject
Sports Science
Identifiers
URN: urn:nbn:se:oru:diva-20263OAI: oai:DiVA.org:oru-20263DiVA, id: diva2:452651
Available from: 2011-10-31 Created: 2011-10-31 Last updated: 2018-04-24Bibliographically 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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http://go.warwick.ac.uk/eslj/issues/volume8/number2/carlsson_thiborg
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Entertainment and Sports Law Journal (Online)
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CiteExportLink to record
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  • apa
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