Virtual domains for sports and games

Sport, Ethics and Philosophy 10 (1):5-13 (2016)
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Abstract

Videogames present deep challenges for traditional concepts of sport and games. Cybersport in particular suggests that sport might be transposed into digital arenas, and videogames in general provide apparently striking counterexamples to the orthodox Suitsian theory of games, seeming to lack strictly prelusory goals and perhaps even also constitutive rules. I argue as follows: if any cybersports count as genuine sports, it will be those most closely resembling uncontroversial core instances of sport, those that essentially involve gross motor skill. Even so, we might reject cybersports as sport by distinguishing physical skills’ domain of execution from their domain of application, sport implying the non-virtual status of both. Although, like chess, videogames appear to lack prelusory goals, chess conventions and nominal descriptions of the object of any videogame suggest the possibility of Suitsian compliance, as does the inclusion of ‘cheat codes’ in videogame programming. Perhaps such...

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Citations of this work

E-sports are Not Sports.Jim Parry - 2018 - Sport, Ethics and Philosophy 13 (1):3-18.
Movement compression, sports and eSports.Michael Hemmingsen - 2023 - European Journal for Sport and Society:1-19.
Mapping the terrain of sport: a core-periphery model.Michael Hemmingsen - 2024 - Journal of the Philosophy of Sport (1):1-23.

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