Digital technology plays an important role in the everyday lives of
people. New types of 'digital sports', (sport) gaming, exergaming,
cybersport and eSports increase in popularity all over the world
and are even challenging the modern and hegemonic concept of sport.
Modern games can hardly be compared with the first generation of
electronic games, as the diversity of games has increased
dramatically. Philosophers (of sport) have much to say about these
new forms of digital play. This book bridges the gap between 'game
studies' and current topics within the philosophy of sport
literature. It does so by dealing with a variety of topics in which
the virtual or the electronic takes over, contradicts or melts with
current sports as we know it. This book deals with a variety of
conceptual and moral questions, such as: Can video games and
eSports be considered as sports activities or not? Are motor skills
a defining characteristic of eSports? Can the personal identity be
explored within the virtual world? What is happening in a virtual
(game) world? How playful is a virtual environment? How do moral
standards change in a digital game and how does the game-person and
role-playing relate to the real person? This book was originally
published as a special issue of Sport, Ethics and Philosophy.
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