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Embracing the sportification of society: Defining e-sports through a polymorphic view on sport

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  • Bob Heere

Abstract

•E-sports are a manifestation of sportification.•Sportification means to view, organize, or regulate a non-sport activity in such a way that it resembles a sport and allows a fair, pleasurable, and safe environment for individuals to compete and cooperate.•Sportification should allow competitors to compare their performances to each other, and future and past performances.•Sportification might occur by adding a sport component to an existing activity in order to make it more attractive to its audiences.•The negative and positive effects of e-sports need to be examined with the sport management discipline.In this paper, the author argues that, regardless of whether e-sports qualify as sports, they should be examined in sport management because they are a manifestation of sportification. Sportification means to either: (a) view, organize, or regulate a non-sport activity in such a way that it resembles a sport and allows a fair, pleasurable, and safe environment for individuals to compete and cooperate, and compare their performances to each other, and future and past performances; or (b) add a sport component to an existing activity in order to make it more attractive to its audiences. As the sport industry itself is embracing e-sports as a sport, scholars should embrace e-sports as a manifestation of sportification and examine their negative and positive effect on our industry.

Suggested Citation

  • Bob Heere, 2018. "Embracing the sportification of society: Defining e-sports through a polymorphic view on sport," Sport Management Review, Taylor & Francis Journals, vol. 21(1), pages 21-24, January.
  • Handle: RePEc:taf:rsmrxx:v:21:y:2018:i:1:p:21-24
    DOI: 10.1016/j.smr.2017.07.002
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    Cited by:

    1. Emily Jane Hayday & Holly Collison, 2020. "Exploring the Contested Notion of Social Inclusion and Gender Inclusivity within eSport Spaces," Social Inclusion, Cogitatio Press, vol. 8(3), pages 197-208.
    2. Michał Marcin Kobierecki, 2023. "Sport at the World Expo. Analysis of sports diplomacy at the non-sporting event," Place Branding and Public Diplomacy, Palgrave Macmillan, vol. 19(4), pages 413-425, December.
    3. Hergueux, Jerome & Smagghue, Gabriel, 2023. "The dominance of skill in online poker," International Review of Law and Economics, Elsevier, vol. 74(C).
    4. Allal-Chérif, Oihab & Guaita-Martínez, José Manuel & Montesinos Sansaloni, Eduard, 2024. "Sustainable esports entrepreneurs in emerging countries: Audacity, resourcefulness, innovation, transmission, and resilience in adversity," Journal of Business Research, Elsevier, vol. 171(C).
    5. Mahiah Said & Ammar Azfar Azli & Shahnaz Shafiza Sabri, 2023. "Investigating the Factors Influencing Students’ Acceptance of Esports as a Career Choice," Information Management and Business Review, AMH International, vol. 15(2), pages 109-115.
    6. Kim, Jihye & Kim, Minseong, 2020. "Spectator e-sport and well-being through live streaming services," Technology in Society, Elsevier, vol. 63(C).
    7. Cunningham, George B. & Fairley, Sheranne & Ferkins, Lesley & Kerwin, Shannon & Lock, Daniel & Shaw, Sally & Wicker, Pamela, 2018. "eSport: Construct specifications and implications for sport management," Sport Management Review, Elsevier, vol. 21(1), pages 1-6.
    8. Haozhou Pu & Jeeyoon Kim & Corinne Daprano, 2021. "Can Esports Substitute Traditional Sports? The Convergence of Sports and Video Gaming during the Pandemic and Beyond," Societies, MDPI, vol. 11(4), pages 1-18, October.

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