Institutionalisation in E-Sports

Sport, Ethics and Philosophy 13 (2):117-131 (2019)
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Abstract

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 video games with their fractured production process, the lack of a monopolistic international organisation and its relative novelty will be emphasised. Furthermore, the shaky ground on which the term ‘institutionalisation’ stands will be touched on. It will conclude that the current debate on the recognition of e-sports as a sport may experience certain pitfalls if it does not solve the fundamental problems regarding institutionalisation and ignores the production process of video games and e-sports.

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References found in this work

The Elements of Sport.Bernard Suits - 2007 - In William John Morgan (ed.), Ethics in Sport. Human Kinetics. pp. 9--19.
Triad Trickery: Playing With Sport and Games.Klaus V. Meier - 1988 - Journal of the Philosophy of Sport 15 (1):11-30.
Embodiment and fundamental motor skills in eSports.Ivo van Hilvoorde & Niek Pot - 2016 - Sport, Ethics and Philosophy 10 (1):14-27.
eSport Gaming: The Rise of a New Sports Practice.Llorens Mariona Rosell - 2017 - Sport, Ethics and Philosophy 11 (4):464-476.
Embodiment and fundamental motor skills in eSports.Ivo van Hilvoorde & Niek Pot - 2016 - Sport, Ethics and Philosophy 10 (1):14-27.

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