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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, 2021. All Rights Reserved. An individual user may print out a PDF of a single chapter of a monograph in MITSO for personal use.date: 07 December 2021

The Serious Gamer as Elite Athlete

The Serious Gamer as Elite Athlete

(p.85) 4 The Serious Gamer as Elite Athlete
Sport 2.0

Andy Miah

The MIT Press

This chapter focuses on how the amateur athletic experience is being modified by digital technology and how should inform a re-evaluation of computer culture. It shows how digital gaming is becoming an integral part of the amateur sporting experience and discusses why the embodied intelligence of virtual gaming can provide a further mechanism through which to teach sports and to promote new forms of socialization. The chapter also considers the importance of ‘serious games,’ which have emerged as alternative forms of sports activity. These examples support the claim that gaming technology is becoming more sport-like, thus challenging the assumption that computer game playing necessarily leads to a more sedentary lifestyle. The rise of the e-sports gaming industry is indicative of this change, but so to is the growth of more informal digitally enabled communities of physical activity, as takes place in a range of mobile fitness experiences. This chapter also sets up the argument for framing the book through the idea of “Sport 2.0”, denoting an emerging sports community that is beginning to occupy the place of traditional sports and which has the potential to overtake it in numerous ways.

Keywords:   Quantified self, Gamification, Gamework, Exergaming, mHealth, computer games, moral panic, pervasive gaming, e-Sport

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