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Journal ArticleDOI

Virtual(ly) Athletes: Where eSports Fit Within the Definition of “Sport”

TLDR
A brief history of eSports and a further developed definition of eSports, and a comparison of eSports to traditional philosophical and sociological definitions of sport are discussed in this paper, with the purpose of this article being to provoke thought on the academically accepted definitions and debate whether eSports should be considered a sport.
Abstract
Electronic sports, cybersports, gaming, competitive computer gaming, and virtual sports are all synonyms for the term eSports. Regardless of the term used, eSports is now becoming more accepted as a sport and gamers are being identified as athletes within society today. eSports has even infiltrated higher education in the form of an intercollegiate athletic sport, as two university athletic departments have made eSports an official varsity sport where scholarships are provided to collegiate eSports athletes. Thus, the intertwining of eSports and university athletics brings into question whether eSports should be considered sport by broader society. This article provides a brief history of eSports, a further developed definition of eSports, and a comparison of eSports to traditional philosophical and sociological definitions of sport. The purpose of this article is to provoke thought on the academically accepted definitions of sport and debate whether eSports should be considered a sport. Attention...

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Journal ArticleDOI

eSport management: Embracing eSport education and research opportunities

TL;DR: In this paper, the authors argue for the inclusion of organized e-sports events and competitions within sport management vis-a-vis e-games meeting certain defining criteria of sport in general.
Journal ArticleDOI

The Psychology of Esports: A Systematic Literature Review

TL;DR: It is suggested that future research should focus on esport players’ psychological vulnerability because some studies have begun to investigate the difference between problematic and professional gambling and this might provide insights into whether the playing of esports could also be potentially problematic for some players.
Journal ArticleDOI

eSport: Construct specifications and implications for sport management

TL;DR: In this article, the role of e-sports in sport management is discussed and the role that sport management can be seen as a form of sportification, and the association among sport and various outcomes including physical and psychological health, social well-being, sport consumption outcomes, and diversity and inclusion.
Journal ArticleDOI

Embracing the sportification of society: defining e-sports through a polymorphic view on sport.

TL;DR: In this paper, sportification is defined as "the view, organize, or regulate a non-sport activity in such a way that it resembles a sport and allows a fair, pleasurable, and safe environment for individuals to compete and cooperate, and compare their performances to each other, and future and past performances".
Journal ArticleDOI

eSport vs sport: A comparison of spectator motives

TL;DR: In this article, the authors measured sport consumption motives to examine their influence on e-sports spectatorship and game attendance frequency and found that traditional sport and eSports are similarly consumed, suggesting that sport industry professionals can manage and market e-games similarly to traditional sport events.
References
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Book

ACSM's guidelines for exercise testing and prescription

TL;DR: In this paper, the authors discuss the benefits and risks associated with physical activity and propose a general principles of exercise prescription for healthy populations with special consideration and environmental consideration, as well as a prescription for patients with chronic diseases and health conditions.
Journal ArticleDOI

Diversity and Higher Education: Theory and Impact on Educational Outcomes

TL;DR: Gurin et al. as mentioned in this paper explored the relationship between students' experiences with diverse peers in the college or university setting and their educational outcomes and presented a framework for understanding how diversity introduces the relational discontinuities critical to identity construction and its subsequent role in fostering cognitive growth.
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Sport in Society: Issues and Controversies

Jay Coakley
TL;DR: The socology of sport has been studied extensively in the past and the present, see as discussed by the authors for a survey of some of the main areas of interest in sport in the social sciences.
Journal ArticleDOI

The benefits of playing video games

TL;DR: This article summarizes the research on the positive effects of playing video games, focusing on four main domains: cognitive, motivational, emotional, and social, and proposes some candidate mechanisms by which playing videoGames may foster real-world psychosocial benefits.
Journal ArticleDOI

Pathological Video-Game Use Among Youth Ages 8 to 18 A National Study

TL;DR: Results confirm that pathological gaming can be measured reliably, that the construct demonstrates validity, and that it is not simply isomorphic with a high amount of play.
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