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...
| Publicado en: | Journal of the Philosophy of Sport Vol. 32; no. 2; pp. 195 - 208 |
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| Formato: | Artículo |
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Taylor & Francis Ltd
2005
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=hlh&AN=18310570&site=ehost-live header: @attributes: shortDbName: hlh uiTerm: 18310570 longDbName: Humanities International Complete uiTag: AN controlInfo: bkinfo: jinfo: jid: 00948705 JPT jtl: Journal of the Philosophy of Sport issn: 00948705 maglogo: N pubinfo: dt: 2005 vid: 32 iid: 2 pid: 377 pub: Taylor & Francis Ltd artinfo: ui: 18310570 10.1080/00948705.2005.9714682 ppf: 195 ppct: 13 formats: tig: atl: Cybersport. aug: au: Hemphill, Dennis affil: School of Human Movement, Recreation and Performance, Victoria University, Melbourne, Victoria 8001 Australia su: Video games Application software Electronic games Games Cybernetics Electronics sug: subj: 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. pubtype: Academic Journal doctype: Article src: R language: English refInfo: copyright: @attributes: flag: Y dt: @attributes: year: 2005 holdings: @attributes: islocal: N |
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