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  • This article presents the results of an empirical study of the "sportification" of amateur-level competitive computer gaming. How do amateur players, who are unlikely to become professional esports players, turn what is considered to be enjoyable entertainment into a collective activity that demonstrates traits traditionally associated with professional sports, such as self-discipline, a focus on achieving results and overcoming personal limitations? Ethnographic research, consisting of in-depth interviews and participant observations, was conducted in the last quarter of 2019 based on a series of tournaments (Rocket League, Counter-Strike: Global Offensive, League of Legends, and Rainbow Six Siege) managed by a student esports club of a Moscow-based university. Such clubs combine different levels of esports practice: players who consider themselves amateurs who attend tournaments "for fun", players seeking professionalization and who have already received the first modest revenue from their activity, as well as players who achieved the status of a cyberathlete through membership in one of the university teams. Thus, student esports represents an ideal environment for exploring the dynamics of changes in the meanings that players put into their activity, as well as for finding elements holding together what could be called "esports culture". The analysis conducted in the present article is based not so much on the interpretations of the phenomenon of esports that exists in the field of game studies, as on two classical sociological traditions: the writings of Erving Goffman and Howard Becker, on the one hand, and those of Max Weber and Norbert Elias on the other. As a result, the process of the "sportification" of the amateur practice of competitive computer games is presented in the article as a change in the actors' level of reflexivity: towards the game, towards themselves during play, and towards the world around the game, occurring as they move through the stages of the "career of a competitive player". (xsd:string)
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?:dateModified
  • 2020 (xsd:gyear)
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  • 2020 (xsd:gyear)
?:doi
  • 10.22394/2074-0492-2020-3-91-113 ()
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  • ru (xsd:string)
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  • 2074-0492 ()
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  • 3 (xsd:string)
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  • Спортивизация любительской практики соревновательных компьютерных игр: случай студенческого киберспортивного клуба (xsd:string)
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  • Zeitschriftenartikel (xsd:string)
  • journal_article (en)
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  • GESIS-SSOAR (xsd:string)
  • In: Sociologija vlasti / Sociology of power, 32, 2020, 3, 91-113 (xsd:string)
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  • urn:nbn:de:0168-ssoar-97353-6 ()
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  • 32 (xsd:string)