The aim of this study was to examine the influence of video games, as a form of digital media, on the formation of a new kind of sport. eSports take place in virtual space and do not rely only on the physical being of the participant, as is the case with the traditional understanding of sport, but on the interaction between man and a computer. This paper deals with the discourse of a contemporary game, which takes place in virtual space, and which is, according to theorists, classified as an eSports. Given that sport involves participants who occupy the "physical world", while eSport participants are in the "virtual world", as well as the fact that eSports athletes always have to use the Human-Computer interface that connects their bodies to an electronic system, a key issue that the authors of this paper seek to answer relates to whether there can be an electronic sport, and whether computer mediated sports have similarities with the traditional understanding of sport?
With the emergence of digital media, traditional sport got computer platforms as a new kind of gaming space. eSports, as a modern form of gaming, has become an inevitable part of the digital game culture. The aim of this research is to determine if there is a connection between playing eSports video games and sport knowledge, competition skills, social interaction, skill building for problem solving and pleasurable stimulation which leads to emotional well-being. The survey encompassed 256 respondents who filled out a questionnaire that provided answers to questions that enabled us to look at the attitudes of respondents who were tested in relation to the hypotheses set out in this paper. The research has shown that respondents believe that this type of game and the amateur competition has a positive impact on players and helps them advance their knowledge of sports, cognitive skills for competition and socialization, as well as helps them to feel good in the role of players.
The emergence of the Internet and various forms of virtual communities has led to the impact of a new social space on individuals who frequently replace the real world with alternative forms of socializing. In virtual communities, new ‘friendships’ are easily accepted; however, how this acceptance influences cultural identity has not been investigated. Based on the data collected from 443 respondents in the Republic of Serbia, authors analyze this connexion, as well as how the absorption of others’ cultural values is reflected on the local cultural values. The results show that the adoption of others’ cultural values diminished the bond with the local community. The present paper adds to the theory of virtual communities by examining the relationship between the acceptance of an unknown person in a virtual community and its effects on cultural identity. This study contributes to the clarification of the impact that virtual networking has on cultural identity.
New media is focusing on new technologies and digitizing their content which has both good and bad effects, that individuals and society as a whole, are exposed to. Digitizing intrapersonal communication brings about simultaneous digatilization of culture and society. Technology, besides a plethora of its undoubtedly good features, also demonstrates the negative effects underpinned by the ‘migration process’ of individuals to virtual spaces, that are contributing to the transformation of existing culture into virtual culture. Culture in transition to the digital age is transformed into a culture of forgetting and is faced with the interruption of continuity of the role an individual plays in preserving of the existing traditional cultural values. The aim of this paper is to present the views of respondents who are using virtual social networks on the culture that is being created in a virtual environment and their attitudes about whether virtual networking leads to the changes in their relation to traditional culture and social relationships in the real world
The game is constantly present in the life of a man and is needed both for the individual and the society, primarily because of the social connections that the participants of the game accomplish. The development of technology and the Internet has empowered the emergence of a new kind of game.Video games are increasingly replacing traditional games and have a direct impact on how internet users fill their free time.Availability of platform and game delivery technologies is an important factor in the emergence of massive interest in video games. The growing demand for video games opens a new industrial branch. The gaming industry, which involves creative professionals, in recent years, has become a leading one. The digital game sector remains very strong, even as other media industries suffer decline which represents a rapidly growing business branch and opens a broad platform of new businesses.
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