Virtual Sports
Bibliographic Data
| ID | 7077033 |
|---|---|
| Authors | Oskar Milik (Michigan State University, corresponding author), Oskar T Milik |
| Year | 2024 |
| Pages | 1-4 |
| Publication date | 2024-11-06 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | OTHER |
| Venue | The Blackwell Encyclopedia of Sociology (JOURNAL) |
| Publisher | Wiley (PUBLISHER • GB) |
| DOI | 10.1002/9781405165518.wbeosv020.pub2 |
| OpenAlex | W4404109804 |
| ISBN | 9781405165518 |
| Language | EN |
| References cited | 5 |
Virtual sports refer to digitalized systems, either in games or in simulations, that replicate the social experience, physical actions, and/or cognitive processes of a real‐world, or physical, sport. Between digital games and virtualized practice systems for players, these sports have been around since the 1970s. Over time, virtual sports have evolved into a variety of experiences, each with different connections to modern society. From casual games that run on everyday devices like smartphones, to complex simulations that require huge investments of time and resources, to competitive virtual sports (e‐sports) that have spawned entire industries in tournaments and professional teams, virtual sports have become a core aspect of digital sociology
Computer graphics (images · Computer Science · Digital Games and Media · Impact of Technology on Adolescents · Multimedia Communication and Technology
| Citation velocity | historical |
|---|---|
| Highly cited | No |