This paper examines in-real-life (irl) sport and eSports in an attempt to clarify the definition of eSport. The notion of physicality and embodiment are central to the need for clarity in understanding of what eSports are and whether they are sport or some other activity. By examining existing definitions of eSport and irlSport we can identify the similarities and differences between these activities. Methodologically the paper uses the philosophical process of critical thinking and analysis to examine the various approaches taken to defining both eSport and irlSports. Our aim is to highlight the inherent problem of the definition of eSports and irlSports (and the privileging of the term sport as it currently applies only to irlSports). We find that eSports are sports and that the definition of sport should be expanded to include sub-categories of irlSports and eSports.
|Title of host publication||Advances in computer entertainment technology|
|Subtitle of host publication||14th International Conference, ACE 2017, London, UK, December 14-16, 2017, Proceedings|
|Editors||Adrian David Cheok, Masahiko Inami, Teresa Romão|
|Place of Publication||Cham|
|Publisher||Springer, Springer Nature|
|Number of pages||12|
|Publication status||Published - 2018|
|Event||14th International Conference on Advances in Computer Entertainment Technology, ACE 2017 - London, United Kingdom|
Duration: 14 Dec 2017 → 16 Dec 2017
|Name||Lecture Notes in Computer Science|
|Conference||14th International Conference on Advances in Computer Entertainment Technology, ACE 2017|
|Period||14/12/17 → 16/12/17|
Bibliographical noteCopyright The Author(s) 2018. Version archived for private and non-commercial use with the permission of the author/s and according to publisher conditions. For further rights please contact the publisher.
- Competitive video games
- Virtual play spaces