Deconstructing esports : Why we need to acknowledge bodies in a move toward more equitable esports practices
Legierse, T., & Ruotsalainen, M. (2024). Deconstructing esports : Why we need to acknowledge bodies in a move toward more equitable esports practices. Eludamos, 15(1), 163-181. https://doi.org/10.7557/23.7704
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EludamosDate
2024Copyright
© 2024 Tom Legierse, Maria Ruotsalainen
Branding competitive gaming as esports, part of a process known as sportification, has con-tributed greatly to the wider acceptance of competitive gaming as legitimate leisure and pro-fessional activity. However, the social effects of sportification remain largely overlooked in current research. In this paper we argue that in order to understand the normative and formative social effects of sportification of competitive gaming, we need to forefront the bodies in esports. Building on scholarship that highlights inequities in (competitive) gaming and esports, we identify four ways in which bodies are made relevant in esports: 1) the ob-scuring of the playing body and establishment of an idealized and normative masculine ath-letic body;2) the ‘visibility’ of women's bodies as deviant from the norm; 3) the invisibility (and impossibility) of disabled bodies through design (embodied nature of design of both games and gameplay); and 4) the embodied nature of infrastructural issues that cannot be reduced to materiality. We argue for a deconstruction of esports as a social practice that forefronts bodies. Understanding exactly how bodies become relevant will allow us to de-construct the structural conditions of participation that dictate which bodies are possible or not in esports and move towards more equitable esports practices.
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Septentrio Academic PublishingISSN Search the Publication Forum
1866-6124Keywords
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https://converis.jyu.fi/converis/portal/detail/Publication/244954824
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Research Council of FinlandFunding program(s)
Centre of Excellence, AoFAdditional information about funding
This work was partially supported by the Research Council of Norway (RCN) through project no. 335530. The project is part of the Center for Digital Narrative (project number 332643), funded by the RCN Centres of Excellence scheme.This work was also partially funded by the Academy of Finland project Centreof Ex-cellence in Game Culture Studies (CoE-GameCult, grant 353267).License
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