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Playing Computer Games as Electronic Sport: In Search of a Theoretical Framework for a New Research Field

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Computer Games and New Media Cultures

Abstract

The phenomenon of e-sport implies an understanding of competitive engagement in computer and video games. Although very popular and well known among adolescents, scientific research and even game studies do not yet know much about this special gaming culture. Thus, the aim of this chapter is to provide a possible theoretical framing for the phenomenon of e-sport, which might then serve as a basis for further theoretical work and empirical research on this topic. Besides a detailed introduction to the current state of electronic sport, this chapter will discuss whether the concepts of subculture and scene have any explanatory value for this new research field.

Shot the pretty boy, killed him on commodore.

Need a new game, need a new something more.

Got a new face, got a new way to score.

Got a voice like something I’ve heard before.

(The Birthday Massacre “Video Kid”)

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Notes

  1. 1.

    Although some authors differentiate between the terms computer games and video games, in this chapter, they will be used synonymously.

  2. 2.

    LAN  =  Local Area Network.

  3. 3.

    Empirical evidence for the impact of online gaming on adolescents’ media usage can be found in Keilhauer (Chap. 20).

  4. 4.

    Further examples for the study especially of World of Warcraft can be found in Hemminger and Schott (Chap. 25); Wolf (Chap. 35).

  5. 5.

    For an empirical study on teamwork in off-line gaming, see Dahlskog (Chap. 21).

  6. 6.

    Some of the cited works on e-sport here have unfortunately only been published in German. Since they provide an important and fundamental basis for the understanding of e-sport, I refer to them nevertheless.

  7. 7.

    See http://de.wikipedia.org/wiki/E-Sport. (Accessed 14 May 2010). The English Wikipedia entry on e-sport does not mention any numbers: http://en.wikipedia.org/wiki/E-sport. (Accessed 14 May 2010).

  8. 8.

    See http://pbs.org/wgbh/pages/frontline/digitalnation/virtual-worlds/video-games/starcraft-training.html?play. (Accessed 14 May 2010).

  9. 9.

    For approaches to the female side of gaming, see Zaremba (Chap. 28) and Sveningsson (Chap. 27).

  10. 10.

    A detailed discussion about the social aspects of clans and their meanings to the players based on empirical data can be found in the empirical work on this topic by Martin Geisler (2009), which has unfortunately only been published in German until now.

  11. 11.

    A first systematic attempt to structure clan and player names can be found in Adamus (2006).

  12. 12.

    The playful use of change between capitals and lower case letters, brackets, numbers, and punctuation marks in these contexts is a typical appearance in the context of e-sport and is called leetspeak.

  13. 13.

    Although it should be mentioned that this famous league actually has been closed due to financial problems.

  14. 14.

    For further research on the World Cyber Games, see Wimmer (Chap. 33).

  15. 15.

    For the impact of genres on the different historical development of e-sport in Asia versus Europe and America, and the consequences for its social status and acceptance, see Wagner (2006b, 2007, 183).

  16. 16.

    A very good example of how these claims could be fulfilled can be given by the study of Jana Rambusch et al. (2007) on gameplay in Counter-Strike with an explicit reference to its notion as a discipline of e-sport.

  17. 17.

    E-sport provides many interesting research fields especially for educational research, for example, with regard to questions of learning processes and the development of competencies. On the theoretical basis of the model provided by Jenkins et al. (2006), Adamus (2009b) offers a first attempt to structure the possibilities of achieving media literacy by engaging in the context of electronic sport.

  18. 18.

    Referring to this definition of youth subculture might of course lead to some further questions and points for discussion. The most problematic aspect in this context seems to be the idea of a society, which contains different social classes. However, I think that it is possible to leave this aspect behind and concentrate more on the idea of a dominant or hegemonic culture, which even in the so-called postmodern societies definitely exists, although this existence might not be apparent to the majority. Thus, subcultures can be interpreted as ways of resisting this hegemonic culture, so the theoretical approach referred to in this context does not lose any of its explanatory value.

  19. 19.

    This opinion is often referred to as the “resistance through style/resistance through rituals” paradigm.

  20. 20.

    I will refer to this notion of youth scenes in the following sections because it is the most detailed and common scientific definition of this phenomenon so far.

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Correspondence to Tanja Adamus .

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Adamus, T. (2012). Playing Computer Games as Electronic Sport: In Search of a Theoretical Framework for a New Research Field. In: Fromme, J., Unger, A. (eds) Computer Games and New Media Cultures. Springer, Dordrecht. https://doi.org/10.1007/978-94-007-2777-9_30

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