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Att göra (e)sport: om datorspel och sportifiering
Örebro University, School of Health and Medical Sciences.
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. , 99 p.
Series
Örebro Studies in Sport Sciences, ISSN 1654-7535 ; 14
Keyword [en]
Competitive computer gaming, computer games, sport, sportification
Keyword [sv]
sport
National Category
Sport and Fitness Sciences
Research subject
Sports Science
Identifiers
URN: urn:nbn:se:oru:diva-20187OAI: oai:DiVA.org:oru-20187DiVA: diva2:452228
Opponent
Supervisors
Available from: 2011-10-31 Created: 2011-10-28 Last updated: 2017-10-17Bibliographically approved
List of papers
1. Electronic sport and its impact on future sport
Open this publication in new window or tab >>Electronic sport and its impact on future sport
2010 (English)In: Sport in Society: Cultures, Media, Politics, Commerce, ISSN 1743-0437, E-ISSN 1743-0445, Vol. 13, no 2, 287-299 p.Article 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
Keyword
competitive omputer gaming, E-sport
National Category
Sport and Fitness Sciences
Research subject
Sports Science
Identifiers
urn:nbn:se:oru:diva-20262 (URN)10.1080/17430430903522996 (DOI)
Available from: 2011-10-31 Created: 2011-10-31 Last updated: 2017-12-08Bibliographically approved
2. Law and morality in counterstrike
Open this publication in new window or tab >>Law and morality in counterstrike
2010 (English)In: Entertainment and Sports Law Journal (Online), ISSN 1748-944X, E-ISSN 1748-944X, Vol. 8, no 2, 1-13 p.Article 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
Keyword
Cricket, computer games, popular culture, norm (re)production and legality
National Category
Sport and Fitness Sciences
Research subject
Sports Science
Identifiers
urn:nbn:se:oru:diva-20263 (URN)
Available from: 2011-10-31 Created: 2011-10-31 Last updated: 2017-12-08Bibliographically approved
3. Tävling i datorspel: från lek med elektronik till e-sport
Open this publication in new window or tab >>Tävling i datorspel: från lek med elektronik till e-sport
2011 (Swedish)In: Kulturstudier, kropp, och idrott: perspektiv på fenomen i gränslandet mellan natur och kultur / [ed] Helena Tolvhed, David Cardell, Malmö: idrottsforum.org , 2011, 107-126 p.Chapter in book (Other academic)
Place, publisher, year, edition, pages
Malmö: idrottsforum.org, 2011
Series
Malmö Studies in Sport Sciences, ISSN 1652-3180 ; 10
National Category
Sport and Fitness Sciences
Research subject
Sports Science
Identifiers
urn:nbn:se:oru:diva-20264 (URN)978-91-85645-11-4 (ISBN)
Note
Ur förlagets beskrivning: "De elva artiklarna omspänner ämnesmässigt allt från parkour - urban rörelsekultur utan tävlingsinslag - till datorspelstävlingar vars tävlingsformer liknar idrottens. Här diskuteras idrotts¿hybrider inom turism- och kulturindustrin så som nöjesparker och lekland, och friluftslivets sportifiering som ett uttryck för samtida äventyrlig entreprenörskultur."Available from: 2011-10-31 Created: 2011-10-31 Last updated: 2017-10-17Bibliographically approved

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