Search results for "elektroninen urheilu"

showing 10 items of 33 documents

Johdanto: Pelit kulttuurina ja kulttuurissa

2022

publishedVersion Peer reviewed

518 Media- ja viestintätieteetpelaaminenelektroninen urheilu6131 Teatteri tanssi musiikki muut esittävät taiteetleikitpelitutkimusviihdepeliturheilurahapelitpeliteollisuus113 Tietojenkäsittely ja informaatiotieteetkulttuurintutkimuslautapelit
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Arousal/Stress Effects of “Overwatch” eSports Game Competition in Collegiate Gamers

2022

Kraemer, WJ, Caldwell, LK, Post, EM, Beeler, MK, Emerson, A, Volek, JS, Maresh, CM, Fogt, JS, Fogt, N, Häkkinen, K, Newton, RU, Lopez, P, Sanchez, BN, and Onate, JA. Arousal/stress effects of “Overwatch” eSports game competition in collegiate gamers. J Strength Cond Res XX(X): 000–000, 2022—To date, no physical response data are available for one of the most popular eSport games, Overwatch. The purpose of this investigation was to describe the stress signaling associated with competitive Overwatch play and to understand how acute hormonal responses may affect performance. Thirty-two male college-aged gamers (age: 21.3 ± 2.7 years; estimated time played per week: 18 ± 15 hours) completed the…

AdultMalesykeendocrineAdolescentHydrocortisoneUniversitieselektroninen urheiluPhysical Therapy Sports Therapy and RehabilitationcortisolYoung Adulthydrokortisonipelaajatheart rateHumansTestosteroneOrthopedics and Sports Medicinesuorituskykysydänvideo gamesGeneral MedicinestressihormonittestosteronetestosteroniArousal
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“Not Only for a Celebration of Competitive Overwatch but Also for National Pride”: Sportificating the Overwatch World Cup 2016

2020

While the most popular forms of organized competitive digital gaming, also known as eSports, have begun finding their place within and in relation to both mainstream entertainment culture and the field of traditional sports, their history is one of struggling to be accepted as “true sports.” Partly because of this history, great effort has been put into the sportification of eSports by presenting competitions in familiar ways adapted from traditional sports. In this article, we examine the process of sportification of eSports in the context of tournament broadcasts. We analyze the Overwatch World Cup 2016 tournament, comparing its final broadcast to the 2014 FIFA World Cup’s final broadcast…

Cultural StudiesPridetelevisioelektroninen urheilumedia_common.quotation_subject518 Media and communicationsOverwatch050801 communication & media studiesbroadcastingEntertainment0508 media and communicationsBroadcasting (networking)sportificationurheiluArts and Humanities (miscellaneous)Political scienceMainstreamta616Relation (history of concept)Applied Psychologymedia_commonCommunicationmedia05 social sciencesComputingMilieux_PERSONALCOMPUTINGMedia studies050301 educationHuman-Computer InteractionFIFAAnthropology0503 educationdigitaaliset pelitGames and Culture
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Radalta Laajakaistalle? : e-urheilun ja autourheilun välinen suhde ja tulevaisuus F1:ssä

2019

In my article I address the growing interaction between esports and autosports and the possible changes to follow regarding the power relationship of these sports. Due to the pressures to change, that the automotive industry and -sports have faced, I speculate, that in the future competitive gaming with its popularity as a media-friendly sport could rise up to the popularity level of for example F1 series. This would have to do with the byproducts of esports, such as the synergy between states, constructors and teams. These would alongside have larger cultural, economic and technical consequences and even effects on fan and gaming culture. As my theoretical frame are the thoughts of Jean Ba…

Formula 1 -luokkahypertodellisuusBaudrillard Jeanelektroninen urheilumediaComputingMilieux_PERSONALCOMPUTINGsimulointi
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Understanding Twitch Esports Communities through Livestream Chat Analysis

2022

TwitchchatinclusionsuoratoistoTwitch audienceselektroninen urheiluverkkoyhteisötpelikulttuuriesports communitysocial sustainability
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Continuous play : leisure engagement in competitive fighting games and taekwondo

2023

In order to better understand the development of play and games in modern lives, this article examines two competitive leisure groups: digital fighting game players and traditional taekwondo practitioners. Drawing on qualitative offline/online interviews (n = 56) and close reading of externally documented life narratives (n = 14), we explore how the modes and motives of engagement fluctuate in competitive players over time. The study provides a new developmental approach to continuous competitive play as leisure. Our results show rather than making linear progress from ‘casual’ to ‘serious’ leisure, individuals in both groups perceive their lasting relationships with these activities gradua…

accommodationtaekwondopelaaminenelektroninen urheiluacquaintancecasual leisuresitoutuminenserious leisureattachmentdigitaaliset pelitvapaa-aikakamppailulajit
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“Overwatch is anime” : Exploring an alternative interpretational framework for competitive gaming

2020

Esports has often been likened and compared to traditional sports. This paper suggests an alternative interpretative framework for competitive gaming by focusing on the team-based first-person shooter game Overwatch. We explore Overwatch esports using multi-sited ethnography and demonstrate how the fans and viewers use a rich spectrum of cultural products to enrich and explain their relationship with esports. In the case of Overwatch, anime is particularly prominent, used not only to enrich and explain, but also to challenge ‘sports normativity’, which is visible in the media discussions on Overwatch as well as in the production choices of the esports tournament organizer. This also has con…

animeelektroninen urheiluanimetOverwatchesports
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Two Overwatch Player Profiles

2022

AbstractWe pursue Overwatch player profiles via a statistical cluster analysis of survey data from the UK (N = 1089) and the USA (N = 417). The profiles are based on the players’ activity, challenge, and experiential preferences as well as motivations. Our analytical process produces six esports player clusters, two of which with Overwatch. The first (OW1) plays mainly Overwatch and Fortnite on a console, and they enjoy diverse types of non-competitive play elements more than other esports players. The second cluster (OW2) plays mainly Overwatch and League of Legends on a PC, and despite appearing more “competitive”, they did not report more competitive preferences. We suggest that the alle…

casualprofileselektroninen urheilupelaajatvideopelitComputingMilieux_PERSONALCOMPUTINGplayer preferencesklusterianalyysicompetitiveprofiilit (tieto)verkkopelitcluster analysis
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Trolligans : Conceptual Links Between Trolling and Hooliganism in Sports and Esports

2023

Both game-based trolling and hooliganism have existed in some form since the inception of online gaming and professional sports respectively. The two share many characteristics: provocation of an opposing entity, the tendency to taunt or trash-talk others based on their social or individual identity, and disruptive and/or destructive behaviour. However, despite this and the increasing similarity between the worlds of traditional sports and esports, research on the two negatively perceived phenomena has remained largely separate. The present article aims to both link and distinguish the two types of behaviour in terms of what motivates them, the agents involved, and the spaces in which they…

definitionstrollingelektroninen urheiluCommunicationhooliganismmääritelmätesportsonline behaviortrollausconceputalilkivaltaSocial Sciences (miscellaneous)policing
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Early Television Video Game Tournaments as Sports Spectacles

2020

This article looks at two televised video game tournaments from the 1980’s from the viewpoint of sports spectacle. Through the analysis of the television episodes and comparison to modern eSports-scene, the aim is to see, if there were similarities or differences between sports broadcasting and video game broadcasting at the time. The article suggests that because of visual choices made in sports broadcasting, the video game tournaments adapted this style coincidentally, which might have affected the style of eSports-broadcasting later. nonPeerReviewed

elektroninen urheiluComputerApplications_MISCELLANEOUSvideopelitComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISIONComputingMilieux_PERSONALCOMPUTINGtelevisiointi
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