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2005
DOI: 10.1080/00948705.2005.9714682
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Cybersport

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Cited by 82 publications
(55 citation statements)
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References 5 publications
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“…In this growing sector, high performance players take up a position as networked media sports experts and as meaning-makers with an international (spectatorship) and institutional (insider) reach. 10 Th ese players and teams are "exemplars of play" (Hemphill, 2005), embodying the impacts of socio-structural change, and their everyday actions have bearings on subsequent cohorts of players/producers. Sensuous proximity, as a researcher positioned within game research, is, as such, a signifi cant stance in this research space.…”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…In this growing sector, high performance players take up a position as networked media sports experts and as meaning-makers with an international (spectatorship) and institutional (insider) reach. 10 Th ese players and teams are "exemplars of play" (Hemphill, 2005), embodying the impacts of socio-structural change, and their everyday actions have bearings on subsequent cohorts of players/producers. Sensuous proximity, as a researcher positioned within game research, is, as such, a signifi cant stance in this research space.…”
Section: Resultsmentioning
confidence: 99%
“…Esports denotes the institutional practices surrounding organized pro/am digital game tournaments/leagues, and the various routines involved for esports players as expert producers (Hemphill, 2005;Hutchins, 2008;Witkowski, 2012). As a form of competition, many practitioners and institutions have moved closer toward or fully embraced esports as a sports media construct, with expert performances professionally packaged as a competitive sporting event and commodifi ed as a networked media entertainment spectacle.…”
Section: Introductionmentioning
confidence: 99%
“…Hemphill (2005) argues that a case can be made to support the idea that many computer sport simulation games can be considered sports in their own right. Based upon the standard philosophical account of sport, all sports are games, but not all games are sport.…”
Section: Christopher Jones Dennis Hemphillmentioning
confidence: 97%
“…Examples of eSports with official competitive leagues are FIFA Football, World of Warcraft, and League of Legends, which are played at the World Cyber Games". For Hemphill (2005), the proper name for eSports is "CyberSport," 7 although he disputes the categorization of computer games as sports. Only a qualitative leap could justify the change of name from "video games" to "eSports."…”
Section: Esports or Cybersportmentioning
confidence: 99%