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Cybersport

Journal of the Philosophy of Sport 32 (2):195-207 (2005)

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  1. On game definitions.Oliver Laas - 2017 - Journal of the Philosophy of Sport 44 (1):81-94.
    Wittgenstein did not claim that the ordinary language concept ‘game’ cannot be defined: he claimed that there are multiple definitions that can be adopted for special purposes, but no single definition applicable to all games. I will defend this interpretation of Wittgenstein’s position by showing its compatibility with a pragmatic argumentative view of definitions, and how this view accounts for the diversity of disagreeing game definitions in definitional disputes.
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  • The Reality of Fantasy Sports: A Metaphysical and Ethical Analysis.Chad Carlson - 2013 - Journal of the Philosophy of Sport 40 (2):187 - 204.
    Fantasy sports have become a major sector of our sport industry. With millions of participants worldwide and billions of dollars generated, fantasy sports have become a fixed part of our sport spectatorship. However, this prevalence has come without much intellectual investigation. Therefore, in this paper I discuss the metaphysics and ethics of fantasy sports. After providing arguments for the consistency of fantasy sports with prominent descriptions of play and games, I compare fantasy sports to other genres of play and games (...)
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  • Mapping the terrain of sport: a core-periphery model.Michael Hemmingsen - 2024 - Journal of the Philosophy of Sport (1):1-23.
    In this paper, I propose a new way of defining sport that I call a ‘core-periphery’ model. According to a core-periphery model, sport comes in degrees – what I refer to as ‘sport-likeness’ – and the aim of the philosopher of sport is to chart those dimensions along which an activity can be more or less a sport. By introducing the concept of sport-likeness, the core-periphery model complicates the picture of what is or is not a sport and encourages philosophers (...)
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  • Towards a Value-Neutral Definition of Sport.Michael Hemmingsen - 2023 - Sport, Ethics and Philosophy:1-16.
    In this paper I argue that philosophers of sport should avoid value-laden definitions of sport; that is, they should avoid building into the definition of sport that they are inherently worthwhile activities. Sports may very well often be worthwhile as a contingent matter, but this should not be taken to be a core feature included in the definition of sport. I start by outlining what I call the ‘legitimacy-conferring’ element of the category ‘sport’. I then argue that we ought not (...)
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  • Movement compression, sports and eSports.Michael Hemmingsen - 2023 - European Journal for Sport and Society:1-19.
    In this paper I argue for the usefulness of the concept of ‘movement compression’ for understanding sport and games, and particularly the differences between traditional sport and eSport (as currently practised). I suggest that movement compression allows us to distinguish between different activities in terms of how movement quality (in the sense of the qualities the movement possesses, rather than that the movement is of ‘high quality’) affects outcome. While it applies widely, this concept can in particular help us to (...)
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  • ‘I can’t outrun a bear, but I can outrun you:’ sport contests, nature challenge activities and outdoor recreation.Brian Komyathy - 2023 - Sport, Ethics and Philosophy 18 (2):244-258.
    The old adage has two people out hiking who run into a bear. One starts running while the other asks ‘why are you running? You can’t outrun a bear’. To which the other responds, ‘I don’t have to outrun the bear. I only have to outrun you’. Hiking/trekking is not typically a competitive endeavor characterized by contests but, like many endeavors/pursuits/activities, competition can be injected into it; thereby sportifying it. Swimming is a sport (under certain conditions). At the same time, (...)
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  • The Evolving eSports Landscape: Technology Empowerment, Intelligent Embodiment, and Digital Ethics.Yujun Xu - 2023 - Sport, Ethics and Philosophy 17 (3):356-368.
    The field of eSports is undergoing a process of developing and evolving with irresistible forces. The process witnesses the ever-refreshing and hybrid meanings and definitions of Sports and eSports in the digital era of technology empowerment and advancing artificial intelligence. This paper calls us to re-construct the meanings and sporting values of eSports, re-evaluate the eSports landscape, going beyond the debate ‘Are eSports Sports?’ and move to re-examine the contextual nature and values of Sports and eSports, as well as their (...)
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  • Both Physical and Virtual: On Immediacy in Esports.David Ekdahl - 2022 - Frontiers in Sports and Active Living 4.
    This article strives to make novel headway in the debate concerning esports' relationship to sports by focusing on the relationship between esports and physicality. More precisely, the aim of this article is to critically assess the claim that esports fails to be sports because it is never properly “direct” or “immediate” compared to physical sports. To do so, I focus on the account of physicality presented by Jason Holt, who provides a theoretical framework meant to justify the claim that esports (...)
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  • Fairness, Regulation of Technology and Enhanced Human: A Comparative Analysis of the Pistorius Case and the Cybathlon.Rémi Richard, Damien Issanchou & Sylvain Ferez - 2020 - Sport, Ethics and Philosophy 15 (4):507-521.
    Ensuring fairness is a capital issue in any sporting competition. However, fairness is a complex concept. We seek here to offer an analysis of the construction and upholding of fairness within comp...
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  • Career as a Professional Gamer: Gaming Motives as Predictors of Career Plans to Become a Professional Esport Player.Fanni Bányai, Ágnes Zsila, Mark D. Griffiths, Zsolt Demetrovics & Orsolya Király - 2020 - Frontiers in Psychology 11.
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  • Code is Law: Subversion and Collective Knowledge in the Ethos of Video Game Speedrunning.Michael Hemmingsen - 2020 - Sport, Ethics and Philosophy 15 (3):435-460.
    Speedrunning is a kind of ‘metagame’ involving video games. Though it does not yet have the kind of profile of multiplayer e-sports, speedrunning is fast approaching e-sports in popularity. Aside from audience numbers, however, from the perspective of the philosophy of sport and games, speedrunning is particularly interesting. To the casual player or viewer, speedrunning appears to be a highly irreverent, even pointless, way of playing games, particularly due to the incorporation of “glitches”. For many outside the speedrunning community, the (...)
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  • E-sports are Not Sports.Jim Parry - 2018 - Sport, Ethics and Philosophy 13 (1):3-18.
    The conclusion of this paper will be that e-sports are not sports. I begin by offering a stipulation and a definition. I stipulate that what I have in mind, when thinking about the concept of sport, is ‘Olympic’ sport. And I define an Olympic Sport as an institutionalised, rule-governed contest of human physical skill. The justification for the stipulation lies partly in that it is uncontroversial. Whatever else people might think of as sport, no-one denies that Olympic Sport is sport. (...)
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  • eSport Gaming: The Rise of a New Sports Practice.Llorens Mariona Rosell - 2017 - Sport, Ethics and Philosophy 11 (4):464-476.
    Over recent years, the eSport phenomenon has grown in players and audience. The broadcast of certain eSport events have become worldwide mass events. Conceiving eSport gaming as an actual sports practice is not yet common, but it is current issue that deserves careful attention. This article stands on the idea that eSport gaming could be considered a sport and it examines some reasons on that regard. First of all, the piece will elucidate what the practice of gaming involves and if (...)
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  • Embodiment and fundamental motor skills in eSports.Ivo van Hilvoorde & Niek Pot - 2016 - Sport, Ethics and Philosophy 10 (1):14-27.
    Electronic sports and other variants of ‘digital sports’ have increased in popularity all over the world and may even come to challenge hegemonic concepts of sport. More relevant than the apparent opposition between ‘physical’ and ‘non-physical’ is the question what kind of embodiment is manifested within virtual environments. In this paper, we argue that eSports do require the learning and performance of motor skills and that embodiment within a virtual environment may be considered playful or even athletic. The type of (...)
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  • Embodiment and fundamental motor skills in eSports.Ivo van Hilvoorde & Niek Pot - 2016 - Sport, Ethics and Philosophy 10 (1):14-27.
    Electronic sports and other variants of ‘digital sports’ have increased in popularity all over the world and may even come to challenge hegemonic concepts of sport. More relevant than the apparent opposition between ‘physical’ and ‘non-physical’ is the question what kind of embodiment is manifested within virtual environments. In this paper, we argue that eSports do require the learning and performance of motor skills and that embodiment within a virtual environment may be considered playful or even athletic. The type of (...)
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  • Broadband and circuits: the place of public gaming in the history of sport.Kalle Jonasson - 2016 - Sport, Ethics and Philosophy 10 (1):28-41.
    This essay concerns the place of e-sport in the history of sport. E-sport is construed as an entity in this corpus, by seeking out historical counterparts that display similar forms of play and organisation. Thus, ancient Roman games are identified as an early instance of what could be called public gaming, i.e. competitive digital games in a public setting. Two recent philosophical statements regarding the history of sport furnish the point of departure of the analysis: Steven Connor's historicising of the (...)
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