Skip to main content

ETHNOS_APP

Home • Search • Journals • List 0

Virtual Sports

Bibliographic Data

ID7077033
AuthorsOskar Milik (Michigan State University, corresponding author), Oskar T Milik
Year2024
Pages1-4
Publication date2024-11-06
Peer ReviewedYes
Open AccessYes
TypeOTHER
VenueThe Blackwell Encyclopedia of Sociology (JOURNAL)
PublisherWiley (PUBLISHER • GB)
DOI10.1002/9781405165518.wbeosv020.pub2
OpenAlexW4404109804
ISBN9781405165518
LanguageEN
References cited5

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

  • Cheating

    M Consalvo•Cheating•2007

  • The Toxic Meritocracy of Video Games

    Christopher A Paul, Christopher Paul•Toxic Meritocracy of Video Games•2018

  • Raising the Stakes

    Open Access•T L Taylor, TL Taylor•Raising the Stakes•2012

Citation velocityhistorical
Highly citedNo

Tools

Open DOILibgen
Ethnos_APP • Open Source Project • MIT License • Frontend v2.0.0 • Privacy and Cookies • API Documentation: api.ethnos.app/docs • API Source Code: GitHub • DOI: 10.5281/zenodo.17049435 • Frontend Source Code: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae