Att göra (e)sport: om datorspel och sportifiering
2011 (Swedish)Doctoral thesis, comprehensive summary (Other academic)
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.
Örebro Studies in Sport Sciences, ISSN 1654-7535 ; 14
Competitive computer gaming, computer games, sport, sportification
Sport and Fitness Sciences
Research subject Sports Science
IdentifiersURN: urn:nbn:se:oru:diva-20187OAI: oai:DiVA.org:oru-20187DiVA: diva2:452228
Nilsén, Åke, Lektor
Carlsson, Bo, ProfessorIsberg, Leif, Professor
List of papers