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E-Sport is a Real Sport - Annotated Bibliography Example

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The paper contains the annotated bibliography of articles about E-Sport such as "From Videogamer to E-sportsman: Toward a Growing Professionalism of World-Class Players" and "Playing for Keeps. Raising the Stakes: E-Sports and the Professionalization of Computer Gaming" …
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E-Sport is a Real Sport
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 E-Sport is a real sport Ma, H, Yinbo W, & Xinyu W 2013, Research on Essential Difference of E-Sport and Online Game. In Informatics and Management Science, Springer, London. This article looks into the similarities and differences between e-sport and online games. In the article, the concept of e-sport is compared to the sports of rules, infrastructure, and models. While this support is found in e-sport, there is no any particular infrastructure found in the online gaming (Ma, Yinbo& Xinyu, 2013). Another significant distinction made is that e-sport exists in the LAN and on the internet while online games can only occur on the internet. According to this article, e-sports originated from video games just like online games. However, the development of the mediums in which they occur are entirely different just like the interruptions of the two industries (Ma, Yinbo &Xinyu, 2013). Notably, this article explores the advent of the internet protocol television and how it relates to e-sports. It focuses on StarCraft 2 and discusses how they use internet protocol television as a means to quickly distribute content. The arguments presented in the paper concur with the idea that e-sport is an innovative activity that heavily relies on new technology, besides being an activity that is fully amerced in the virtual world. In relation to my thesis, this article shows that E-sport can be played online and have an audience. Mora, P& Stephane H 2003, From Videogamer to E-sportsman: Toward a Growing Professionalism of World-Class Players, MIT Press. This article explores the question as to whether e-sport is a sport. Additionally, it discusses the play and bonuses that players receive from sponsors. In this article, the play and bonuses are compared to e-sport in the virtual world and doping in the real world sports. The similarities in structures in games and other mediums are also discussed, particularly the appearance of sports managers for each player. Besides, a setup of the development of e-sport is provided in the article. This is useful in understanding the origin and development of e-sport. Importantly, the article tries to explore the problem with giving a clear and inclusive definition of sport. It argues that the efforts to define sport fail to cover the full concept that ought to be involved in the definition of sport (Mora& Stephane, 2003). This is, therefore, a significant topic for e-sport since the industry has experienced a lot of opposition by referring to themselves as e-sports. Under the ideas presented in this article, e-sport would inevitably be considered a sport and any argument raised against it would be deemed invalid. Although this does not fully resolve the issue, it provides a significant support not only for e-sports but also for other industries that would like to be considered sports. According to my thesis, this article is helpful since it explores the structure of E-sport showing that there are sponsors and managers for each player just as a real game. Taylor, T. L 2012, Playing for Keeps. Raising the Stakes: E-Sports and the Professionalization of Computer Gaming, MIT Press. This chapter offers a comprehensive history on the development of e-sports, and what resulted in what is now known as e-sports today. More substantially, it focuses on how pro-gaming has developed in South Korea. The chapter argues that South Korea has been the leader in pro-gaming and was influential in the development of e-sports (Taylor, 2012). This has been attributed to the fact that the government of South Korea was directly involved and accepted pro-gaming from the very beginning. For this reason, the culture and structure of South Korea e-sport is ahead of Europe and North America. This can also give an overall model for other e-sports world to develop the industry. This chapter also maintains that the internet is a very common medium of connection. It argues that game servers are usually separated by region, though high-quality connections enable players to develop real-time links across the world (Taylor, 2012). However, some of the disadvantages of online relationships have been identified as increased difficulty in detecting fraud, increased the network latency that can negatively affect the performance of a player, particularly in high levels of competition. This article assists in my thesis since it gives a brief history in the development of E-sport. Taylor, T. L 2012, Spectatorship and Fandom. Raising the Stakes: E-Sports and the Professionalization of Computer Gaming, MIT Press. This chapter discusses the aspects of fandom and spectatorship. In the chapter, a very crucial fact about e-sport has been mentioned that distinguishes e-sports from television and other spectator sports. Spectators and fans are nearly exclusively players themselves, unlike games where some players might have played (Taylor, 2012). Also, fans differ from other sports, by the naturally global and practical existence of e-sports. However, this aspect can be limiting depending on the outsider or insider experience that can occur while trying to watch or participate in e-sports (Taylor, 2012). This chapter focuses on the role of the spectator in the video games as well as the existing types of audiences. The methods of collecting stories about spectating StarCraft from the internet are important in creating profiles for spectators. With the help of these profiles, the chapter offers discussion on how shareholders present the content as well as information to audiences to bring about a profitable and entertaining industry. This article is helpful in my thesis since it gives a broad definition of the fans or audience of E-sport. Wingfield, N 2006, ‘Videogame league, USA Network reach deal to air player contests’. Wall Street Journal, vol. 4, no. 1, pp. 123-149 In this article, Wingfield gives an explanation on how e-sport is expanding in the typical society of the United States. It describes how Major League Gaming (MLG) signed up a contract with USA Network to broadcast their tournament for “Super Smash Brothers Brawl” and “Halo 2”. In this competition, the winning team was awarded 400,000 dollars (Wingfield, 2006). However, major league gaming was unable to do this without the help of the sponsors including Coca -Cola, Sprint, and Toyota. The article also states that there is a future arrangement with Entertainment and Sports Programming Network (ESPN) to air “Halo 2” tournaments. This article is important in explaining how e-sport has developed from local sports to mainstream T.V broadcast. It is a great step and achievement for professional gamers to appear on televisions all over the United States. This is because if e-sports is more exposed to the public, then there is a likelihood for more gamers to pursue the vision of playing video games to gain income. This article assists in my thesis by explaining the benefits associated with E-sport that make it a real sport. Jonasson, K., & Thiborg, J 2010,‘Electronic sport and its impact on future sport’,Sport in society, vol. 13, no. 2, pp. 287-299. This article discusses and analyzes the sporting qualities of e-sports, particularly competitive computer gaming with regards to the definition of sports. It seeks to find out how e-sports, as a new form of the game, might develop and its impact on sports in general. The article argues that probably, we might be standing on the verge of a new phase in the advancement in sports (Jonasson & Thiborg, 2010). Essentially, it forecasts the future of electronic sports through the projection of the competitive computer gaming. It also looks into the place of computer gaming as a form of sports. It states that though sports are usually viewed as a virtue, computer gaming, according to media discourses and public health is subversive. Whereas games are commonly regarded as a virtue, computer gaming is often viewed as a vice. It is in this light that the article examines the sporting features of computer gaming. Lee, D.,& Schoenstedt, L. J 2011,‘Comparison of eSports and Traditional Sports Consumption Motives’,ICHPER-SD Journal of Research, vol. 6, no. 2, pp. 39-44. This article explores the similarities and differences between e-sports and traditional sports. It argues that sporting has been classified as a form of physical activity that employs skills and abilities in a manner that is entertaining. The article also shows that electronic sports are currently on the up -rise and have been classified as real sports in several sporting championships internationally (Lee & Schoenstedt, 2011). As a result, e-sports have prize funds same as many key sporting events. It argues that though a sport should encompass a degree of physical activity, training, hard work, and a particular set of skills and ability, not all sports have all these features. Similarly, e-sport may not possess all these qualities. Therefore, the same way poker and chess are considered sports though they have no element of physical activity, so should e-sport. This is because e-sport like other sports requires mental focus and skill even if it lacks physical aspect in it (Lee & Schoenstedt, 2011). Besides requiring most of the skills required in physical sports, e-sport has other positive points that are there in real sports. According to my thesis, this article relates to my thesis by clearly defining the similarities and differences between e-sport and traditional sports. References Jonasson, K., & Thiborg, J 2010,‘Electronic sport and its impact on future sport’,Sport in society, vol. 13, no. 2, pp. 287-299. Lee, D.,& Schoenstedt, L. J 2011,‘Comparison of eSports and Traditional Sports Consumption Motives’,ICHPER-SD Journal of Research, vol. 6, no.2, pp. 39-44. Ma, H, Yinbo W, & Xinyu W 2013, Research on Essential Difference of E-Sport and Online Game. In Informatics and Management Science, pp. 615-621, Springer, London. (Books.google.com) Mora, P & Stephane H 2003, From Videogamer to E-sportsman: Toward a Growing Professionalism of World-Class Players, MIT Press. (http://emmijaphi.pagesperso-orange.fr/esport/fichiers/moraheas.pdf) Taylor, T. L 2012, Playing for Keeps. Raising the Stakes: E-Sports and the Professionalization of Computer Gaming, MIT Press. (http://mitpress.mit.edu/sites/default/files/titles/content/9780262017374_sch_0001.pdf) Taylor, T. L 2012, Spectatorship and Fandom. Raising the Stakes: E-Sports and the Professionalization of Computer Gaming, MIT Press. (Books.google.com, pp. 181) Wingfield, N 2006, ‘Videogame league, USA network reach deal to air player contests’. Wall Street Journal, vol. 4, no. 1, pp. 123-149 Read More
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