The eSports industry has experienced a remarkable surge, transforming competitive video games into professional sports. Despite its rapid expansion and the recognition of videogames as legitimate sports on a global level, unresolved debates persist, challenging our understanding of electronic sports as a distinct phenomenon. This article aims to bridge existing gaps in eSportsand disability studiesliterature by investigating how disabilities are experienced/constructedin the interplay between physical and virtual bodies in specific eSports titles known as "First Person Shooters" (FPS). FPS games demand swift reaction times, exceptional hand-eye coordination, and in-depth understanding of in-game maps and equipment, making them an opportune domain to explore player engagement and the interaction between physical and virtual bodies in eSports. Recognizing that eSports are constructed around an able and competitive body, this research explores the effects of personalization practices, which may normalize impairments and lead to new organizational processes and participation for people with disabilities. Through 15 semi-structured interviews with eSportsand traditional sportsathletes and a period of participant observation at two Valorant LAN events, this study offers a better insight into the phenomenon of eSports and its potential similarities to traditional sports in terms of discrimination. The research also contributes to understanding the challenges faced by individuals with disabilities in eSports and presents recommendations for practice and future research.
Exploring the Embodied Experience of Disabilities in eSports: A Study on First Person Shooters / Ripetta, Silvio; Silvestri, Alessandro. - In: PUNTOORG. - ISSN 2499-1333. - 9:1(2024), pp. 80-103. [10.19245/25.05.pij.9.1.6]
Exploring the Embodied Experience of Disabilities in eSports: A Study on First Person Shooters
Ripetta, Silvio
Primo
;Silvestri, AlessandroSecondo
2024
Abstract
The eSports industry has experienced a remarkable surge, transforming competitive video games into professional sports. Despite its rapid expansion and the recognition of videogames as legitimate sports on a global level, unresolved debates persist, challenging our understanding of electronic sports as a distinct phenomenon. This article aims to bridge existing gaps in eSportsand disability studiesliterature by investigating how disabilities are experienced/constructedin the interplay between physical and virtual bodies in specific eSports titles known as "First Person Shooters" (FPS). FPS games demand swift reaction times, exceptional hand-eye coordination, and in-depth understanding of in-game maps and equipment, making them an opportune domain to explore player engagement and the interaction between physical and virtual bodies in eSports. Recognizing that eSports are constructed around an able and competitive body, this research explores the effects of personalization practices, which may normalize impairments and lead to new organizational processes and participation for people with disabilities. Through 15 semi-structured interviews with eSportsand traditional sportsathletes and a period of participant observation at two Valorant LAN events, this study offers a better insight into the phenomenon of eSports and its potential similarities to traditional sports in terms of discrimination. The research also contributes to understanding the challenges faced by individuals with disabilities in eSports and presents recommendations for practice and future research.File | Dimensione | Formato | |
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