eSport Gaming: The Rise of a New Sports Practice

Sport, Ethics and Philosophy 11 (4):464-476 (2017)
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Abstract

Over recent years, the eSport phenomenon has grown in players and audience. The broadcast of certain eSport events have become worldwide mass events. Conceiving eSport gaming as an actual sports practice is not yet common, but it is current issue that deserves careful attention. This article stands on the idea that eSport gaming could be considered a sport and it examines some reasons on that regard. First of all, the piece will elucidate what the practice of gaming involves and if there are reasons to consider the claim that it can be an actual sports practice. Secondly, it will address the distinctive features that eSport gaming as a sport may have. Thirdly, it wants to explore and explain an example of an eSport worldwide success which is the case of League of Legends. And finally, it will introduce and briefly discuss some sports issues this new sports practice would encounter in the near future and which might derive into policy matters.

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Citations of this work

E-sports are Not Sports.Jim Parry - 2018 - Sport, Ethics and Philosophy 13 (1):3-18.
Mapping the terrain of sport: a core-periphery model.Michael Hemmingsen - 2024 - Journal of the Philosophy of Sport (1):1-23.
Towards a Value-Neutral Definition of Sport.Michael Hemmingsen - 2023 - Sport, Ethics and Philosophy:1-16.
Institutionalisation in E-Sports.Cem Abanazir - 2019 - Sport, Ethics and Philosophy 13 (2):117-131.

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References found in this work

Tricky Triad: Games, Play, and Sport.Bernard Suits - 1988 - Journal of the Philosophy of Sport 15 (1):1-9.
Embodiment and fundamental motor skills in eSports.Ivo van Hilvoorde & Niek Pot - 2016 - Sport, Ethics and Philosophy 10 (1):14-27.
Virtual domains for sports and games.Jason Holt - 2016 - Sport, Ethics and Philosophy 10 (1):5-13.
Cybersport.Dennis Hemphill - 2005 - Journal of the Philosophy of Sport 32 (2):195-207.

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