ESPORTS: PHILOSOPHICAL PERSPECTIVES

Athanasios Kanellopoulos, Yiannis Giossos

Abstract


Esports are increasingly popular and are becoming more similar to conventional sports. This is due to the social interaction and community-building aspects, as well as the sporting elements embedded in the virtual environments of the video games they include. Esports are a topic of interest for the interdisciplinary field of Philosophy of Sport, which examines the various dimensions of sport in relation to human values. The aim of this paper is to illuminate the existing philosophical debate on the relationship between esports and the Philosophy of Sport. The paper is a philosophical work that aims to highlight the arguments of sports philosophers on esports over the last twenty years. The argument of this paper is that the focus of philosophical interest is not located in matters of ethics but also not in the human being itself. The majority of philosophical papers on esports focus on whether they can be considered real sports or Olympic sports. Other topics include their definition or institutionalisation, physicality, skill requirements, cheating, and corruption. Rules and the identity of esports players are also of concern to philosophers in the field of Philosophy of Sport. This research is significant due to its relevance and timeliness in the field of esports, as well as its contribution to philosophical discussions surrounding the topic. By advancing both philosophical and empirical research and providing ample material for reflection and debate, the paper is a valuable resource for researchers interested in studying and reflecting on esports.

 

Article visualizations:

Hit counter


Keywords


video games; philosophy of sport; sport; phenomenology; Olympic games

Full Text:

PDF

References


Abanazir, C. (2019), “Institutionalisation in E-Sports”, Sport, Ethics and Philosophy, Vol. 13 No. 2, pp. 117–131, doi: https://doi.org/10.1080/17511321.2018.1453538.

Adams, K.L., Devia-Allen, G. "Le T. and Moore, M.A. (2019), “What Is Esports?”, in Rogers, R. (Ed.), Understanding Esports: An Introduction to the Global Phenomenon, Lexington Books, London, UK, pp. 3–13.

Badiou, A. (2006), Being and Event, Continuum, New York, NY.

Billings, A.C. and Hou, J. (2019), “The Origins of Esports: A Half Century History of an ‘Overnight’ Success”, in Rogers, R. (Ed.), Understanding Esports: An Introduction to the Global Phenomenon, Lexington Books, London, UK, pp. 31–44.

Brock, T. (2023), “Ontology and interdisciplinary research in esports”, Sport, Ethics and Philosophy, pp. 1–17, doi: https://doi.org/10.1080/17511321.2023.2260567.

Caillois, R. (2001), Man, Play and Games, University of Illinois Press, Urbana, Illinois.

Carlson, C. (2013), “The Reality of Fantasy Sports: A Metaphysical and Ethical Analysis”, Journal of the Philosophy of Sport, Vol. 40 No. 2, pp. 187–204, doi: https://doi.org/10.1080/00948705.2013.785422.

Conway, S. (2016), “An earthless world: the contemporary Enframing of sport in digital games”, Sport, Ethics and Philosophy, Vol. 10 No. 1, pp. 83–96, doi: https://doi.org/10.1080/17511321.2016.1177110.

Deleuze, G. (1990), The Logic of Sense, Columbia University Press, London, UK.

Descartes, R. (1998), Discourse on Method and Meditations on First Philosophy, 4th ed., Hackett Publishing Company, Inc., Indianapolis, IN.

Donaldson, S. (2017), “Mechanics and Metagame: Exploring Binary Expertise in League of Legends”, Games and Culture, Vol. 12 No. 5, pp. 426–444, doi: https://doi.org/10.1177/1555412015590063.

Edgar, A. (2016), “Personal identity and the massively multiplayer online world”, Sport, Ethics and Philosophy, Vol. 10 No. 1, pp. 51–66, doi: https://doi.org/10.1080/17511321.2016.1168478.

Edgar, A. (2019), “Esport”, Sport, Ethics and Philosophy, Vol. 13 No. 1, pp. 1–2, doi: https://doi.org/10.1080/17511321.2019.1558558.

Ekdahl, D. and Ravn, S. (2019), “Embodied involvement in virtual worlds: the case of eSports practitioners”, Sport, Ethics and Philosophy, Vol. 13 No. 2, pp. 132–144, doi: https://doi.org/10.1080/17511321.2018.1475418.

Farquhar, L.K. (2019), “Fighting Games and Social Play”, in Rogers, R. (Ed.), Understanding Esport: An Introduction to the Global Phenomenon, Lexington Books, London, UK, pp. 117–133.

Funk, D.C., Pizzo, A.D. and Baker, B.J. (2018), “eSport management: Embracing eSport education and research opportunities”, Sport Management Review, Vol. 21 No. 1, pp. 7–13, doi: https://doi.org/10.1016/J.SMR.2017.07.008.

Goffman, E. (1956), The Presentation of Self in Everyday Life, University of Edinburgh Social Sciences Research Centre, Edinburgh.

Guttmann, A. (2004), From Ritual to Record the Nature of Modern Sports, Columbia University Press, New York, NY.

Hallmann, K. and Giel, T. (2017), “eSports – Competitive sports or recreational activity?”, Sport Management Review, Vol. 21 No. 1, pp. 14–20, doi: https://doi.org/10.1016/J.SMR.2017.07.011.

Hamari, J. and Sjöblom, M. (2017), “What is eSports and why do people watch it?”, Internet Research, Emerald Group Publishing Ltd., Vol. 27 No. 2, pp. 211–232, doi: https://doi.org/10.1108/IntR-04-2016-0085.

Heidegger, M. (1977), The Question Concerning Technology and Other Essays, Garland Publishing, Inc., New York & London.

Hemmingsen, M. (2021), “Code is Law: Subversion and Collective Knowledge in the Ethos of Video Game Speedrunning”, Sport, Ethics and Philosophy, Vol. 15 No. 3, pp. 435–460, doi: https://doi.org/10.1080/17511321.2020.1796773.

Hemphill, D. (2005), “Cybersport”, Journal of the Philosophy of Sport, Vol. 32 No. 2, pp. 195–207, doi: https://doi.org/10.1080/00948705.2005.9714682.

Holden, J.T., Kaburakis, A. and Wall Tweedie, J. (2019), “Virtue(al) games—real drugs”, Sport, Ethics and Philosophy, Vol. 13 No. 1, pp. 19–32, doi: https://doi.org/10.1080/17511321.2018.1459814.

Holt, J. (2016), “Virtual domains for sports and games”, Sport, Ethics and Philosophy, Vol. 10 No. 1, pp. 5–13, doi: https://doi.org/10.1080/17511321.2016.1163729.

Huizinga, J. (2016), Homo Ludens: A Study of the Play-Element in Culture, Angelico Press, Kettering, OH.

IOC (2023), “IOC announces Olympic Esports Series 2023 with winners to be crowned at live finals in Singapore from 22 to 25 June”, International Olympic Committee, 1 March, available at: https://olympics.com/ioc/news/ioc-announces-olympic-esports-series-2023 (accessed 4 March 2023).

Jenny, S.E., Manning, R.D., Keiper, M.C. and Olrich, T.W. (2017), “Virtual(ly) Athletes: Where eSports Fit Within the Definition of ‘Sport’”, Quest, Vol. 69 No. 1, pp. 1–18, doi: https://doi.org/10.1080/00336297.2016.1144517.

Jonasson, K. (2016), “Broadband and circuits: the place of public gaming in the history of sport”, Sport, Ethics and Philosophy, Vol. 10 No. 1, pp. 28–41, doi: https://doi.org/10.1080/17511321.2016.1171250.

Jonasson, K. and Thiborg, J. (2010), “Electronic sport and its impact on future sport”, Sport, Ethics and Philosophy, Vol. 13 No. 2, pp. 287–299, doi: https://doi.org/10.1080/17430430903522996.

Kanellopoulos, A. and Giossos, Y. (2024), “The esports ecosystem”, European Journal of Social Sciences Studies, Vol. 9 No. 6, pp. 127–144, doi: http://dx.doi.org/10.46827/ejsss.v9i6.1699.

Koo, D.M. (2009), “The moderating role of locus of control on the links between experiential motives and intention to play online games”, Computers in Human Behavior, Vol. 25 No. 2, pp. 466–474, doi: https://doi.org/10.1016/J.CHB.2008.10.010.

Kretchmar, S. (2005), Practical Philosophy of Sport and Physical Activity, 2nd ed., Human Kinetics, Champaign, IL.

Larsen, L.J. (2020), “The Play of Champions: Toward a Theory of Skill in eSport”, Sport, Ethics and Philosophy, Vol. 16 No. 1, pp. 130–152, doi: https://doi.org/10.1080/17511321.2020.1827453.

Levy, P. (1998), Becoming Virtual. Reality in the Digital Age, Plenum Trade, New York, NY.

Llorens, M.R. (2017), “eSport Gaming: The Rise of a New Sports Practice”, Sport, Ethics and Philosophy, Vol. 11 No. 4, pp. 464–476, doi: https://doi.org/10.1080/17511321.2017.1318947.

Locke, J. (1996), An Essay Concerning Human Understanding, Hackett Publishing Company, Inc., Indianapolis, IN.

Lunt, D. and Dyreson, M. (2014), “A History of Philosophic Ideas about Sport”, in Torres, C.R. (Ed.), The Bloomsbury Companion to the Philosophy of Sport, 1st ed., Bloomsbury Publishing Plc, London, UK, pp. 17–37.

MacIntyre, A.C. (2007), After Virtue: A Study in Moral Theory, University of Notre Dame Press, Notre Dame, IΝ.

Mareš, L. and Novotný, D.D. (2023), “What Is Sport? A Response to Jim Parry”, Sport, Ethics and Philosophy, Vol. 17 No. 1, pp. 34–48, doi: https://doi.org/10.1080/17511321.2022.2064538.

Mead, G.H. (1972), Mind, Self, and Society, 18th ed., The University of Chicago Press, Chicago and London.

Meier, K. V. (1981), “On the Inadequacies of Sociological Definitions of Sport”, International Review for the Sociology of Sport, Vol. 16 No. 2, pp. 79–102, doi: https://doi.org/10.1177/101269028101600206.

Meier, K. V. (1988), “Triad Trickery: Playing with Sport and Games”, Journal of the Philosophy of Sport, Vol. 15 No. 1, pp. 11–30, doi: https://doi.org/10.1080/00948705.1988.9714458.

Merleau-Ponty, M. (2005), Phenomenology of Perception, Taylor and Francis e-Library, London, UK.

Miah, A. (2017), Sport 2.0: Transforming Sports for a Digital World, The MIT Press, Cambridge, MA.

Mirabito, T. and Kucek, J. (2019), “Sports Video Games (SVGs) in the Esports Landscape”, in Rogers, R. (Ed.), Understanding Esports: An Introduction to the Global Phenomenon, Lexington Books, London, UK, pp. 135–151.

Molina, P., Gómez-Gonzalvo, F. and Valenciano-Valcárcel, J. (2024), “The sportization of esports and its implications in the near future of sport”, Sport, Ethics and Philosophy, doi: https://doi.org/10.1080/17511321.2024.2324390.

Palar, S. (2021), “Olympic Virtual Series - Things you need to know and how to watch”, International Olympic Committee, 22 June, available at: https://olympics.com/en/news/olympic-virtual-series-everything-you-need-to-know (accessed 4 March 2023).

Parry, J. (2019), “E-sports are Not Sports”, Sport, Ethics and Philosophy, Vol. 13 No. 1, pp. 3–18, doi: https://doi.org/10.1080/17511321.2018.1489419.

Parry, J. (2021), “Esports Will Not Be at the Olympics”, Journal of Olympic Studies, Vol. 2 No. 2, pp. 1–13, doi: https://doi.org/10.5406/jofolympstud.2.2.0001.

Parry, J. (2023), “On the Definition of Sport”, Sport, Ethics and Philosophy, Vol. 17 No. 1, pp. 49–57, doi: https://doi.org/10.1080/17511321.2022.2077814.

Parry, J. and Giesbrecht, J. (2023), “Esports, real sports and the Olympic Virtual Series”, Journal of the Philosophy of Sport, Vol. 50 No. 2, pp. 208–228, doi: https://doi.org/10.1080/00948705.2023.2216883.

Pato, A.S. and Remilllard, J.D. (2018), “eSport: Towards a Hermeneutic of Virtual Sport”, Cultura, Ciencia y Deporte, Vol. 13 No. 38, pp. 137–145, doi: https://doi.org/10.12800/CCD.V13I38.1076.

Patsantaras, N. (2019), “Presence and body-ownership: The case of the exercising avatar”, European Journal of Physical Education and Sport Science, Vol. 5 No. 11, pp. 63–82, doi: http://dx.doi.org/10.46827/ejpe.v0i0.2579.

Patsantaras, N. (2020), “Virtual bodies (avatars) and sport exercises: some important thoughts”, European Journal for Sport and Society, Routledge, Vol. 17 No. 4, pp. 339–356, doi: https://doi.org/10.1080/16138171.2020.1792087.

Patsantaras, N. and Kamberidou, I. (2017), “Virtual Bodies and Sport Activities: The case of the Avatars in Second Life Fitness Club”, Presentation in 13th Conference of the European Sociological Association “(Un)Making Europe: Capitalism, Solidarities, Subjectivities”, Panteion University of Social & Political Sciences, Athens.

Reitman, J.G., Anderson-Coto, M.J., Wu, M., Lee, J.S. and Steinkuehler, C. (2020), “Esports Research: A Literature Review”, Games and Culture, Vol. 15 No. 1, pp. 32–50, doi: https://doi.org/10.1177/1555412019840892.

Segal, D. (2014), “Behind League of Legends, E-Sports’s Main Attraction - The New York Times”, The New York Times, 10 October, available at: https://www.nytimes.com/2014/10/12/technology/riot-games-league-of-legends-main-attraction-esports.html (accessed 21 May 2022).

Şentuna, B. and Kanbur, D. (2016), “What kind of an activity is a virtual game? A postmodern approach in relation to concept of phantasm by Deleuze and the philosophy of Huizinga”, Sport, Ethics and Philosophy, Vol. 10 No. 1, pp. 42–50, doi: https://doi.org/10.1080/17511321.2016.1177581.

Söderin, J. (2017), “Feature development for esports broadcasts with a focus on the intermission between matches”, Stockholm, Sweden. Degree project

Sturm, D. (2019), “Not Your Average Sunday Driver: The Formula 1 Esports Series World Championship”, in Rogers, R. (Ed.), Understanding Esports: An Introduction to the Global Phenomenon, Lexington Books, London, UK, pp. 153–165.

Suits, B. (2007), “The elements of Sport”, in Morgan, W.J. (Ed.), Ethics in Sport, Human Kinetics, Champaign, IL, pp. 9–19.

Suits, B. (2014), The Grasshopper: Games, Life, and Utopia, Broadview Press, Ontario, Canada.

Sunay, H. and Saracaloglu, A. (2003), “Türk Sporcusunun Spordan Beklentileri İle Spora Yönelten Unsurlar”, SPORMETRE Beden Eğitimi ve Spor Bilimleri Dergisi, Vol. 1 No. 1, pp. 43–48, doi: https://doi.org/10.1501/SPORM_0000000011.

Tanriverdi, H. (2012), “SPor Ahlaki Ve Şiddet (Sports Ethics and Violence)”, The Journal of Academic Social Science Studies, Vol. 5 No. 8, pp. 1071–1093, doi: https://doi.org/10.9761/JASSS_361.

Tiedemann, C. (2004), “Sport (and Culture of Human Motion) for Historians, an Approach to make the Central Term(s) more precise”, Paper Presented at the IX International CESH-Congress, Crotone, Italy.

Van Hilvoorde, I. and Pot, N. (2016), “Embodiment and fundamental motor skills in eSports”, Sport, Ethics and Philosophy, Vol. 10 No. 1, pp. 14–27, doi: https://doi.org/10.1080/17511321.2016.1159246.

Wagner, M.G. (2006), “On the Scientific Relevance of eSports”, Paper Presented at the Symposium Conducted at 2006 International Conference on Internet Computing & Conference on Computer Games Development, Las Vegas, NV.

Wagner, M.G. (2007), “Competing in Metagame Gamespace”, in Borries, F. von, Walz, S.P. and Böttger, M. (Eds.), Space Time Play: Computer Games, Architecture and Urbanism: The next Level, Birkhäuser Basel, pp. 182–185.

Whalen, S.J. (2013), Cyberathletes’ Lived Experience of Video Game Tournaments, University of Tennessee, Knoxville.

Witkowski, E. (2012), “On the Digital Playing Field: How We ‘Do Sport’ With Networked Computer Games”, Games and Culture, Vol. 7 No. 5, pp. 349–374, doi: https://doi.org/10.1177/1555412012454222.

Xu, Y. (2023), “The Evolving eSports Landscape: Technology Empowerment, Intelligent Embodiment, and Digital Ethics”, Sport, Ethics and Philosophy, Vol. 17 No. 3, pp. 356–368, doi: https://doi.org/10.1080/17511321.2023.2168039.

Young, S. and Strait, L.P. (2019), “Counter-Strike or Counterpublic? Audience Creation, Transnational Discourses, and the Rhetorical Legitimation of Esports in TBS’s ELEAGUE”, in Rogers, R. (Ed.), Understanding Esports: An Introduction to the Global Phenomenon, Lexington Books, London, UK, pp. 167–182.




DOI: http://dx.doi.org/10.46827/ejpe.v11i1.5383

Refbacks

  • There are currently no refbacks.


Copyright (c) 2024 Athanasios Kanellopoulos, Yiannis Giossos

Creative Commons License
This work is licensed under a Creative Commons Attribution 4.0 International License.

Copyright © 2015 - 2023. European Journal of Physical Education and Sport Science (ISSN 2501 - 1235) is a registered trademark of Open Access Publishing Group. All rights reserved.


This journal is a serial publication uniquely identified by an International Standard Serial Number (ISSN) serial number certificate issued by Romanian National Library (Biblioteca Nationala a Romaniei). All the research works are uniquely identified by a CrossRef DOI digital object identifier supplied by indexing and repository platforms. All authors who send their manuscripts to this journal and whose articles are published on this journal retain full copyright of their articles. All the research works published on this journal are meeting the Open Access Publishing requirements and can be freely accessed, shared, modified, distributed and used in educational, commercial and non-commercial purposes under a Creative Commons Attribution 4.0 International License (CC BY 4.0).