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Can Some Computer Games Be a Sport?: Issues with Legitimization of eSport as a Sporting Activity

Can Some Computer Games Be a Sport?: Issues with Legitimization of eSport as a Sporting Activity

Dominika Skubida
Copyright: © 2016 |Volume: 8 |Issue: 4 |Pages: 15
ISSN: 1942-3888|EISSN: 1942-3896|EISBN13: 9781466690752|DOI: 10.4018/IJGCMS.2016100103
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MLA

Skubida, Dominika. "Can Some Computer Games Be a Sport?: Issues with Legitimization of eSport as a Sporting Activity." IJGCMS vol.8, no.4 2016: pp.38-52. http://doi.org/10.4018/IJGCMS.2016100103

APA

Skubida, D. (2016). Can Some Computer Games Be a Sport?: Issues with Legitimization of eSport as a Sporting Activity. International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), 8(4), 38-52. http://doi.org/10.4018/IJGCMS.2016100103

Chicago

Skubida, Dominika. "Can Some Computer Games Be a Sport?: Issues with Legitimization of eSport as a Sporting Activity," International Journal of Gaming and Computer-Mediated Simulations (IJGCMS) 8, no.4: 38-52. http://doi.org/10.4018/IJGCMS.2016100103

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Abstract

This paper focuses on the problem of social legitimization of eSport in the context of traditional sports. Its objective is to investigate knowledge and attitudes towards eSports, as well as their recognition as legitimate sports. The first part of the paper consists of the definition and differentiation between eSport and eSports. The second part provides an analysis of various definitions of sport and comparison of main qualities of eSport and sport. The third part includes identification of the most problematic features of eSports in public opinion and their analysis.

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