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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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
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        affil: School of Human Movement, Recreation and Performance, Victoria University, Melbourne, Victoria 8001 Australia
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        Video games
        Application software
        Electronic games
        Games
        Cybernetics
        Electronics
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          Video games
          Application software
          Electronic games
          Games
          Cybernetics
          Electronics
      ab: 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.
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    language: English
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