@inproceedings{989d91ea794f460faba44083409448b0,
title = "eSport vs irlSport",
abstract = "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.",
keywords = "Competitive video games, Embodiment, eSport, irlSports, Virtual play spaces",
author = "Christopher McCutcheon and Michael Hitchens and Anders Drachen",
note = "Copyright 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.; 14th International Conference on Advances in Computer Entertainment Technology, ACE 2017 ; Conference date: 14-12-2017 Through 16-12-2017",
year = "2018",
doi = "10.1007/978-3-319-76270-8_36",
language = "English",
isbn = "9783319762692",
series = "Lecture Notes in Computer Science",
publisher = "Springer, Springer Nature",
pages = "531--542",
editor = "Cheok, {Adrian David} and Masahiko Inami and Teresa Rom{\~a}o",
booktitle = "Advances in computer entertainment technology",
address = "United States",
}