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

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.

Keywords

Computer Game Olympic Game Parental Culture Youth Research Traditional Sport 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

References

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Copyright information

© Springer Science+Business Media B.V. 2012

Authors and Affiliations

  1. 1.Chair of Educational Media and Knowledge Management, Faculty of Educational SciencesUniversity Duisburg-EssenDuisburgGermany

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