Cybersport.

Computers are a prominent feature of the (post)modern landscape. Whether for commercial, educational, or entertainment purposes, cybernetic technologies are being designed to augment human capacities and reproduce biological, mechanical, social, and other environments in electronic form. Computer-ge...

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Detalles Bibliográficos
Publicado en:Journal of the Philosophy of Sport Vol. 32; no. 2; pp. 195 - 208
Autor principal: Hemphill, Dennis
Formato: Artículo
Publicado: Taylor & Francis Ltd 2005
Materias:
Acceso en línea:Ver este registro en EBSCOhost
Descripción
Sumario:Computers are a prominent feature of the (post)modern landscape. Whether for commercial, educational, or entertainment purposes, cybernetic technologies are being designed to augment human capacities and reproduce biological, mechanical, social, and other environments in electronic form. Computer-generated models or simulations are increasingly finding their way into areas such as building design and safety, air-flight training and controlling, medical training and surgery, transport systems, and ergonomics, as well as tourism and education. Under the label of ‘entertainment,’ video arcades and home computers now offer up a range of electronically generated simulations of activities such as auto racing, golf, football, skiing, boxing, and basketball. This article explores the possibility that computer-game simulations of this type can be considered sport.