Chapter

Real-World Games

Andy Miah

in Sport 2.0

Published by The MIT Press

Published in print February 2017 | ISBN: 9780262035477
Published online September 2017 | e-ISBN: 9780262343114 | DOI: https://dx.doi.org/10.7551/mitpress/9780262035477.003.0003
Real-World Games

Show Summary Details

Preview

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

Chapter.  8162 words. 

Subjects: Sport and Leisure

Full text: subscription required

How to subscribe Recommend to my Librarian

Users without a subscription are not able to see the full content. Please, subscribe or login to access all content. subscribe or purchase to access all content.