dc.contributor.author | Malinen, Ville | |
dc.date.accessioned | 2019-12-04T05:35:06Z | |
dc.date.available | 2019-12-04T05:35:06Z | |
dc.date.issued | 2019 | |
dc.identifier.citation | Malinen, V. (2019). Radalta Laajakaistalle? : e-urheilun ja autourheilun välinen suhde ja tulevaisuus F1:ssä. <em>Electronic Journal of Business Ethics and Organization Studies</em>, 24 (2), 51-61. Retrieved from <a href="http://ejbo.jyu.fi/pdf/ejbo_vol24_no2_pages_51-61.pdf">http://ejbo.jyu.fi/pdf/ejbo_vol24_no2_pages_51-61.pdf</a> | |
dc.identifier.uri | https://jyx.jyu.fi/handle/123456789/66622 | |
dc.description.abstract | In my article I address the growing interaction between esports and autosports and the possible changes to follow regarding the power relationship of these sports. Due to the pressures to change, that the automotive industry and -sports have faced, I speculate, that in the future competitive gaming with its popularity as a media-friendly sport could rise up to the popularity level of for example F1 series. This would have to do with the byproducts of esports, such as the synergy between states, constructors and teams. These would alongside have larger cultural, economic and technical consequences and even effects on fan and gaming culture. As my theoretical frame are the thoughts of Jean Baudrillard about simulation, simulacra and hyperreality, that deal with miming, experiencing and replacing of reality. With the investments of competitive gaming, carmakers, game and equipment makers, fans as well as sports and institutions into virtual gaming, there is a possibility to make it as one of the “real” motorsports due to its low costs, entertainment value and especially eco-friendliness. F1 esports however has its problems when compared to real life auto sports such as the limitations of the source code, the chances to simulate unpredictable competition incidents and the lack of affective feel that has to do with the risk of real physical injury or even death. However, the growing interest of official autosports among esports offers possibilities to different parties, but the success of a simulated racing series needs both enough popularity and sufficient, high quality gaming simulations. | fi |
dc.language.iso | fin | |
dc.publisher | Business and Organization Ethics Network (BON) | |
dc.relation.ispartofseries | EJBO - Electronic Journal of Business Ethics and Organization Studies | |
dc.relation.uri | http://ejbo.jyu.fi/pdf/ejbo_vol24_no2_pages_51-61.pdf | |
dc.rights | In Copyright | |
dc.subject.other | Baudrillard, Jean | fi |
dc.subject.other | hypertodellisuus | fi |
dc.title | Radalta Laajakaistalle? : e-urheilun ja autourheilun välinen suhde ja tulevaisuus F1:ssä | |
dc.type | journal article | |
dc.identifier.urn | URN:NBN:fi:jyu-201912045113 | |
dc.type.uri | http://purl.org/eprint/type/JournalArticle | |
dc.type.coar | http://purl.org/coar/resource_type/c_6501 | |
dc.description.reviewstatus | peerReviewed | |
dc.format.pagerange | 51-61 | |
dc.relation.issn | 1239-2685 | |
dc.relation.numberinseries | 2 | |
dc.relation.volume | 24 | |
dc.type.version | publishedVersion | |
dc.rights.copyright | © Business and Organization Ethics Network (BON), 2019 | |
dc.rights.accesslevel | openAccess | |
dc.type.publication | article | |
dc.subject.yso | Formula 1 -luokka | fi |
dc.subject.yso | elektroninen urheilu | fi |
dc.subject.yso | media | fi |
dc.subject.yso | simulointi | fi |
dc.rights.url | https://rightsstatements.org/page/InC/1.0/ | |