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Playing computer games as electronic sport - in search of a theoretical framing for a new research field

The phenomenon of e-sport implies an understanding of competitive engagement in computer and video games. Although very popular and well known among adolescents, scientific research and even game studies do not yet know much about this special gaming culture. Thus, the aim of this chapter is to provide a possible theoretical framing for the phenomenon of e-sport, which might then serve as a basis for further theoretical work and empirical research on this topic. Besides a detailed introduction to the current state of electronic sport, this chapter will discuss whether the concepts of subculture and scene have any explanatory value for this new research field.
© Copyright 2018 Computer games and new media cultures. A handbook of digital games studies. Veröffentlicht von Springer. Alle Rechte vorbehalten.

Schlagworte: System Definition Sportwissenschaft Entwicklung Computer Sportart E-Sport
Notationen: Trainingswissenschaft Theorie und gesellschaftliche Grundlagen
Tagging: Medien Videospiel
DOI: 10.1007/978-94-007-2777-9_30
Veröffentlicht in: Computer games and new media cultures. A handbook of digital games studies
Herausgeber: J. Fromme, A. Unger
Veröffentlicht: Cham Springer 2018
Seiten: 477-490
Dokumentenarten: Artikel
Sprache: Englisch
Level: hoch