Advertisement

Cybersport Community: Social Structures Transformation as a Basis for Intercultural Dialogue

  • Vera Boguslavskaya
  • Ekaterina Budnik
  • Alyona Azizulova
  • Larisa V. SharakhinaEmail author
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 11193)

Abstract

The existence of the cybersport community as a special Information society social structure whose members are united by common interests and have their own communication infrastructure is reviewed in the article. ESport Mass Media features as an element of eSport media scene constituting cybersport community are represented. The potential of e-sports as a platform for creating a tolerant attitude to representatives of other countries and cultures, intercultural and interethnic dialogue is demonstrated. Social dialect development as a marker of recognition in the society of gamers also analysed.

Keywords

ESport ESport media Social structures Intercultural communication Information society 

References

  1. 1.
    Bryant, C., Jary, D.: The Blackwell companion to major contemporary social theorists. Blackwell, Oxford (2003).  https://doi.org/10.1002/9780470999912.ch11. / Accessed 11 June 2018CrossRefGoogle Scholar
  2. 2.
    Dutton, W.H.: Society on the Line: Information Politics in the Digital Age. Oxford University Press, Oxford (1999)Google Scholar
  3. 3.
    Woolgar, S.: Virtual Society? Technology, Cyberbole, Reality. Oxford University Press, Oxford (2002)Google Scholar
  4. 4.
  5. 5.
    Korkonosenko, S.G., Kudryavtseva, M.E., Slutskiy, P.A.: Individual Liberty in Mass Communication. ETU Publishing House, St. Petersburg (2010)Google Scholar
  6. 6.
    Anderson, S.L.: Watching people is not a game: interactive online corporeality, twitch.tv and videogame streams. Game Stud. 17(1) (2017). http://gamestudies.org/1701/articles/anderson. Accessed 17 July 2018
  7. 7.
    Sharakhina, L.V.: Splinternet in individual’s social inequality formation. In: XIV Whole Russian Scientific Conference Proceedings of Information-Communication-Society, pp. 298–301. ETU Publishing House, St. Petersburg (2017)Google Scholar
  8. 8.
    General Assembly resolution 217 A. http://www.un.org/en/universal-declaration-human-rights/. Accessed 09 June 2018
  9. 9.
    Epple, N.: Virtual kitchens. Vedomosti 4211, 25 November 2016Google Scholar
  10. 10.
    Taylor, T.L.: Raising the Stakes: E-Sports and the Professionalization of Computer Gaming. First MIT Press Paperback edition (2015)Google Scholar
  11. 11.
    Sell, J.: E-sports broadcasting. Thesis for Masters of Science in Comparative Media Studies. Massachusetts Institute of Technology (2015), http://gamelab.mit.edu/research/e-sports-broadcasting/. Accessed 09 June 2018
  12. 12.
    Kiryukin, A.: «FUki»: Geography of Games: Russians Like Dota2 while Americans – CS:GO, Cybersport.ru (2015/04/05), https://www.cybersport.ru/news/geografiya-igr-rossiyane-lyubyat-dota-2-a-amerikantsy-cs-go. Accessed 14 July 2018
  13. 13.
    Boguslavskaya, V.V.: Methodology features of journalistic texts lingvosociocultural modeling. accents. New Mass Commun. 5–6(26–27), 97–102 (2001)Google Scholar
  14. 14.
    Goudimov, V.V.: Video Games Psychology and Gamers Fantasies. http://www.medicinform.net/comp/comp_psych23.htm. Accessed 10 June 2018
  15. 15.
    Meshalkin, Y.: To win by gaming. ESport Industry Landscape: Money, Brands, the Biggest Tournaments. Sport Marketing in Russia 1, 36–39 (2018). https://marspo.ru/files/D_MarSpo_2018.pdf. Accessed 10 June 2018
  16. 16.
    Zaripov, A.R.: Sport internet media: structural semiotic analyses. Res. Prior. 20, 2 (2015)Google Scholar
  17. 17.
    Terpelets, Zh.A.: Linguistic and genres peculiarities of sport discourse as a mass media discourse variant. In: Kuban State Sport and Tourism University Academic Staff Scientific and Methodical Conference Proceedings, Krasnodar (2015)Google Scholar
  18. 18.
    Afonina, I.S., Alieva, M.G.: Psychological characteristics of the personality of gamers and cyber sportsmen. In: A Compilation of Articles of the 14th International Scientific and Research Competition, Part 4, pp. 202–204. MCSN “Science and Education”, Penza (2018). Best Student Article 2018Google Scholar
  19. 19.
    Medvedeva, Y.: The key hope of CIS in Boston, Cyber.sports.ru., 28 Nov 2016. https://cyber.sports.ru/tribuna/blogs/valvemajor/1118985.html. Accessed 14 July 2018
  20. 20.
    Naumov, M.: «Leko»: The New CIS Kings: Virtus.pro – the main favourite of The Boston Major, Cybersport.ru, 12 Mar 2016. Accessed 14 July 2018Google Scholar
  21. 21.
    https://playoverwatch.com/ru-ru/. Accessed 17 July 2018
  22. 22.
    Gerasimenko, T.L., Budnik, E.A.: Experience of using Skype technology as an effective means of forming and improving communicative language competence. Internet-J. “NAUKOVEDENIE” 7(3) (2015). http://naukovedenie.ru/PDF/46PVN315.pdf. Accessed 14 June 2018
  23. 23.
    Khromov, S.S., Boguslavskaya, V.V.: Russian language in modern intercultural communication: some issues and problems. Transl. Ind. 1(1), 372–376 (2013)Google Scholar
  24. 24.
    Pokalyukhin, S.Yu.: Linguistic analysis of sports commentary. Ling. Mobil. 4(43), 83–86 (2013)Google Scholar
  25. 25.
    Boguslavskaya, V.V., Boguslavsky, I.V.: Mediatext and hashtags: digital media transformation. Humanit. Vector 12(5), 51–58 (2017)CrossRefGoogle Scholar
  26. 26.
    Erofeeva, I.V., Boguslavskaya, V.V., Teplyashina, A.N., Tolstokulakova, Yu.V.: Linguistic and cultural modeling of the media text. ZabSU, Chita (2017)Google Scholar
  27. 27.
    Panevina, O.S., Trofimova, Yu.A.: The problem of translation and interpretation computer lexicon. Actual Probl. Humanit. Nat. Sci. 1-2(97), 38–40 (2017)Google Scholar

Copyright information

© Springer Nature Switzerland AG 2018

Authors and Affiliations

  1. 1.The Pushkin State Russian Language InstituteMoscowRussia
  2. 2.Saint Petersburg Electrotechnical University “LETI”/ETUSt. PetersburgRussia

Personalised recommendations