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Sport 2.0Transforming Sports for a Digital World$
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Andy Miah

Print publication date: 2017

Print ISBN-13: 9780262035477

Published to MIT Press Scholarship Online: September 2017

DOI: 10.7551/mitpress/9780262035477.001.0001

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PRINTED FROM MIT PRESS SCHOLARSHIP ONLINE (www.mitpress.universitypressscholarship.com). (c) Copyright The MIT Press, 2022. All Rights Reserved. An individual user may print out a PDF of a single chapter of a monograph in MITSO for personal use.date: 28 January 2022

Real-World Games

Real-World Games

(p.39) 2 Real-World Games
Sport 2.0

Andy Miah

The MIT Press

This chapter identifies the book’s major themes, arguments, problems and possibilities, including reference to the major, pertinent philosophical notions of games and sport, integrating the seminal work of Bernard Suits and Brian Sutton-Smith. It outlines how a certain characterisation of the physical world arises within digital space, often through the design interface that mediates our experiences. Furthermore, it considers whether the design of perfect simulations in sports would make redundant off-line sport spaces. The chapter also discusses how examples of life online require us to reconsider what we acknowledge as real or meaningful in human experience and how this evaluation is contextualized within a set of ideological assumptions about the nature of virtual realities. It introduces the idea of second-wave convergence to explain how socio-technical changes within such practices as sports give rise to new evaluations of life online. Furthermore, it discusses how our nostalgia for analog lives is particularly apparent within practices like sports, which are constituted by a presumed notion of what embodied action and corporeality should entail. In pursuing this argument, it also considers how one defines embodiment and how wearable technology is challenging the view that digital identities are separable from our analog lives.

Keywords:   Gaming, Convergence, Embodiment, Virtual reality, Unreality, simulation

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