Bodily skills in a virtual environment (on the material of Cybersports)

 
PIIS023620070025536-6-1
DOI10.31857/S023620070025536-6
Publication type Article
Status Published
Authors
Affiliation: RAS Institute of Philosophy
Address: 12/1 Goncharnaya Str., Moscow 109240, Russian Federation
Journal nameChelovek
EditionVolume 34 Issue 2
Pages101-106
Abstract

The aim of this article is to show what role the players' bodily practices play in cybersports, given that the competition takes place in a virtual environment. The role of players' bodily practices is revealed within two general frameworks related to the concept of sport, namely, sport as a demonstration of mastery of some physical or/and intellectual skills. It is shown that in order to clarify the role of player bodies in cybersports, it is necessary to make a distinction between two optics of counterfactual thinking. On the one hand, counterfactuality is part of the gaming in cybersport, which allows planning and evaluating strategy. On the other hand, it is part of the player's need to respond quickly to hypothetical events in the virtual world. These actions are not the exact similarities of bodily reactions in the conditions of the physical world, since they are produced through the control of game controllers, which are extensions into the virtual world. The author concludes that the counterfactuals turns out to be directly embedded in the bodily practices of the player, forcing the latter to find a balance between the quick reactions hypotheticality of what is happening on the screen.

Keywordssports, cybersports, virtual world, skill, game, counterfactuals
Received30.05.2023
Publication date30.05.2023
Number of characters7181
Cite  
100 rub.
When subscribing to an article or issue, the user can download PDF, evaluate the publication or contact the author. Need to register.

Number of purchasers: 0, views: 150

Readers community rating: votes 0

1. Merleau-Ponty M. Fenomenologiya vospriyatiya: per. s fr. [The Phenomenology of Perception], transl. from French. St. Petersburg: Nauka Publ., 1999.

2. Sokolova E.K., Shevchenko S.Y. Razvitie navykov v kibersporte kak proizvodstvo gibridnogo sub’ekta [Development of Skills in E-Sports as the Production of a Hybrid Subject]. Etnograficheskoe obozrenie. 2022. N 6. P. 61–78.

3. Sokolovskiy S.V. Ekstensii kak tekhnosomaticheskiye idei sborki: k istorii odnoy idei [Extensions as Techno-Somatic Assemblages: Towards a History of the Idea]. Corpus Mundi. 2020. Vol. 1, N 1. P. 15–35.

4. Stolyarov V.I. Filosofiya sporta i telesnosti cheloveka [Philosophy of sport and human corporality]. Vol. 1. Moscow: Universitetskaya kniga Publ., 2011.

5. Carbonell F.M. Game Counterpossibles. Argumenta. 2020. Vol. 6, N 1. P. 117–133.

6. Chalmers D.J. The Virtual and the Real. Disputatio. 2017. Vol. 9, N 46. P. 309–352.

7. Hilvoorde I., Pot N. Sport, Embodiment and fundamental motor skills in eSports. Sport, Ethics and Philosophy. 2016. Vol. 10, N 1. P. 14–27.

8. Morgan W.J. The Philosophy of Sport: A Historical and Conceptual Overview and a Conjecture Regarding Its Future. Handbook of Sports Studies, Jay Coakley and Eric Dunning (eds.). London: Sage, 2003. P. 205–212.

9. Yuzyk M., Seidner P. E-Sports Development. Developments in Information & Knowledge Management for Business Applications, Kryvinska N., Greguš M. (eds.). Vol. 5. Cham: Springer, 2022. P. 671–716.

Система Orphus

Loading...
Up