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  1. Institutionalisation in E-Sports.Cem Abanazir - 2019 - Sport, Ethics and Philosophy 13 (2):117-131.
    Following its economic impact and rising popularity, ‘e-sports’ has become a theme within the academic debate on sports. The current discussion revolves around the definitions of sports provided by the philosophy and sociology of sports and how in turn, this can be adapted to e-sports. The premise of this article is the analysis of ‘institutionalisation’, which is claimed to be an element of modern sport. The governance and production aspects of e-sports will be the main focus where the nature of (...)
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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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  • The sportization of esports and its implications in the near future of sport.Pere Molina, Fernando Gómez-Gonzalvo & Javier Valenciano-Valcárcel - forthcoming - Sport, Ethics and Philosophy:1-15.
    Esports have transformed playing video games into a competitive activity that bears similarities to sports and the processes of sportization. Taking as a starting point the concept of sports as competitive games, the objective of this work is to analyse the sportization of esports, as well as the impact of esports on the concept of sports and their implications on sports in the immediate future. Sports and esports are two different realities that interact with each other. This is a conceptual (...)
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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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  • 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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  • The Play of Champions: Toward a Theory of Skill in eSport.Lasse Juel Larsen - 2022 - Sport, Ethics and Philosophy 16 (1):130-152.
    This article advances a tentative theory of skill in relation to eSports. This conjectural theory of skill rests on hypothesizes informed by assumptions from watching 100+ hours of eSport events on Twitch, YouTube, and AfreecaTV and is supported by discussions, reflections and evaluations with eSport players. The case material of this article includes the games Clash Royale (CR), StarCraft 2 (SC2), Counter-Strike: Global Offensive (CS:GO), and online battle arenas (mobas) such as League of Legends (LOL) and Defense of the Ancient (...)
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  • The Play of Champions: Toward a Theory of Skill in eSport.Lasse Juel Larsen - 2022 - Sport, Ethics and Philosophy 16 (1):130-152.
    This article advances a tentative theory of skill in relation to eSports. This conjectural theory of skill rests on hypothesizes informed by assumptions from watching 100+ hours of eSport events on Twitch, YouTube, and AfreecaTV and is supported by discussions, reflections and evaluations with eSport players. The case material of this article includes the games Clash Royale (CR), StarCraft 2 (SC2), Counter-Strike: Global Offensive (CS:GO), and online battle arenas (mobas) such as League of Legends (LOL) and Defense of the Ancient (...)
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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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