2024
Legierse, Tom; Ruotsalainen, Maria
Deconstructing Esports : Why We Need to Acknowledge Bodies in a Move Toward More Equitable Esports Practices Journal Article
In: ELUDAMOS, vol. 15, iss. 1, pp. 163-181, 2024, ISSN: 1866-6124 .
Abstract | Links | Tags: Esports, Inequality
@article{nokey,
title = {Deconstructing Esports : Why We Need to Acknowledge Bodies in a Move Toward More Equitable Esports Practices},
author = {Tom Legierse and Maria Ruotsalainen},
url = {https://doi.org/10.7557/23.7704},
doi = {10.7557/23.7704},
issn = {1866-6124 },
year = {2024},
date = {2024-12-31},
urldate = {2024-12-31},
journal = {ELUDAMOS},
volume = {15},
issue = {1},
pages = {163-181},
abstract = {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.},
keywords = {Esports, Inequality},
pubstate = {published},
tppubtype = {article}
}
Friman, Usva; Ruotsalainen, Maria; Ståhl, Matilda
Diversity, Equity, and Inclusion in Esports Book Chapter
In: Jenny, Seth E.; Besombes, Nicolas; Brock, Tom; Cote, Amanda C.; Scholz, Tobias M. (Ed.): Routledge Handbook of Esports, pp. 540-550, Routledge, 2024, ISBN: 9781003410591.
Abstract | Links | Tags: DEI, Discrimination, Diversity, Equity, Esports, Inclusion, Toxic meritocracy
@inbook{Friman2024,
title = {Diversity, Equity, and Inclusion in Esports},
author = {Usva Friman and Maria Ruotsalainen and Matilda Ståhl},
editor = {Seth E. Jenny and Nicolas Besombes and Tom Brock and Amanda C. Cote and Tobias M. Scholz},
url = {https://doi.org/10.4324/9781003410591-58
https://researchportal.tuni.fi/en/publications/diversity-equity-and-inclusion-in-esports},
doi = {10.4324/9781003410591-58},
isbn = {9781003410591},
year = {2024},
date = {2024-09-24},
urldate = {2024-09-24},
booktitle = {Routledge Handbook of Esports},
pages = {540-550},
publisher = {Routledge},
abstract = {This chapter presents an overview of what diversity, equity, and inclusion (DEI) mean and how they matter in esports. The chapter describes how esports culture upholds harmful structures and practices, including misogyny, racism, hate against gender and sexual minorities, as well as various forms of identity-based discrimination and harassment, and how this limits participation of marginalized individuals. Further, the chapter explains how these issues are connected to esports' cultural background in hegemonic gaming and sport cultures and the prevalent culture of toxic meritocracy (i.e., a false belief that everyone has an equal chance to succeed despite their background). Finally, the chapter outlines existing good practices and initiatives in promoting DEI in esports, and offers further recommendations in this area. Key highlights include: 1) Participants who do not fit the expected image of an esports player (e.g., women, people of color, LGBTQ+ people) face many barriers for participation and are often excluded from and face systematic discrimination and harassment in esports, and 2) As a new kind of digital sport, esports has an opportunity to create a culture based on DEI, and there are many good practices and initiatives promoting this goal shared in this chapter.},
keywords = {DEI, Discrimination, Diversity, Equity, Esports, Inclusion, Toxic meritocracy},
pubstate = {published},
tppubtype = {inbook}
}
Macey, Joseph; Hamari, Juho
Survey Esports Research Methodology Book Chapter
In: Jenny, Seth E.; Besombes, Nicolas; Brock, Tom; Cote, Amanda C.; Scholz, Tobias M. (Ed.): Routledge Handbook of Esports, pp. 135-147, Routledge, 2024, ISBN: 978-1-032-53150-2.
Abstract | Links | Tags: Data, Esports, Survey
@inbook{nokey,
title = {Survey Esports Research Methodology},
author = {Joseph Macey and Juho Hamari},
editor = {Seth E. Jenny and Nicolas Besombes and Tom Brock and Amanda C. Cote and Tobias M. Scholz},
url = {https://doi.org/10.4324/9781003410591-15
https://www.taylorfrancis.com/chapters/edit/10.4324/9781003410591-15/survey-esports-research-methodology-joseph-macey-juho-hamari},
doi = {10.4324/9781003410591-15},
isbn = {978-1-032-53150-2},
year = {2024},
date = {2024-09-24},
urldate = {2024-09-24},
booktitle = {Routledge Handbook of Esports},
pages = {135-147},
publisher = {Routledge},
abstract = {Surveys are used across a wide range of contexts and areas of interest. They are commonly seen as being a cost-effective tool for gathering data, particularly in cases of large or diverse populations who may otherwise be hard to reach. The characterization of esports-engaged individuals as young and digitally aware means that online surveys, in particular, have formed the basis of many esports research studies. This chapter provides an overview of surveys as tools for collecting data, with specific reference to the ways in which they can be employed in esports-related research. Furthermore, the varying implementation options for administering surveys and how each approach can be used to address different research questions is also highlighted, while also offering practical advice on how esports survey research should be planned and conducted. Key highlights include: (1) advantages and disadvantages of using surveys as a research tool, with examples specifically related to the field of esports are discussed, (2) how surveys can be used to address different types of research (i.e., exploratory, descriptive, and causal) is examined, and (3) practical recommendations related to conducting esports survey research are offered, including issues relating to survey design, participant recruitment, and data analysis.},
keywords = {Data, Esports, Survey},
pubstate = {published},
tppubtype = {inbook}
}
Lefebvre, Florian; Malinen, Ville; Karhulahti, Veli-Matti
Sociohistorical Development of Sim Racing in European and Asia-Pacific Esports : A Cross-cultural Qualitative Study Journal Article
In: Convergence: The International Journal of Research into New Media Technologies, vol. 30, iss. 5, pp. 1779-1796, 2024, ISSN: 1354-8565.
Abstract | Links | Tags: Development stages, Esports, Gaming, History, Motorsports, Video games
@article{Lefebvre2024,
title = {Sociohistorical Development of Sim Racing in European and Asia-Pacific Esports : A Cross-cultural Qualitative Study},
author = {Florian Lefebvre and Ville Malinen and Veli-Matti Karhulahti },
url = {https://doi.org/10.1177/13548565231222172
https://journals.sagepub.com/doi/10.1177/13548565231222172},
doi = {10.1177/13548565231222172},
issn = {1354-8565},
year = {2024},
date = {2024-01-04},
urldate = {2024-01-04},
journal = {Convergence: The International Journal of Research into New Media Technologies},
volume = {30},
issue = {5},
pages = {1779-1796},
abstract = {With the accelerated growth of the sim racing industry over the last few years, research on the phenomenon has started to emerge. Nonetheless, the history of sim racing remains unmapped. This study aims to fill the gap by investigating the development in sim racing in Europe and in Asia-Pacific between 1997 and 2021. Twenty four semi-structured interviews were carried out with experts representing sim racing associations, event organizers, and teams from Europe and Asia-Pacific. Data were analyzed using an inductive-deductive codebook approach. The results show the evolution of sim racing throughout five sociohistorical stages, which demonstrate how sim racing emerged as a hybrid of esports and motorsports and has kept evolving since ‘in-between’ their respective actors until today. The findings suggest that the slow evolution of sim racing has been particularly dependent on networked sociocultural actors, while positively affected by uncontrollable events like the COVID-19 pandemic. As a key implication, we find that the history of sim racing differs from that of esports by its multifaceted dependence on the motorsports ecosystem.},
keywords = {Development stages, Esports, Gaming, History, Motorsports, Video games},
pubstate = {published},
tppubtype = {article}
}
Rusk, Fredrik; Ståhl, Matilda
In: Tavares, Vander; Skrefsrud, Thor-André (Ed.): Critical and Creative Engagements with Diversity in Nordic Education, pp. 213-230, Lexington books, 2024, ISBN: 978-1-66692-586-9.
Abstract | Links | Tags: Diversity, Educational gaming, Esports, Inclusion
@incollection{Rusk2024b,
title = {Esports: The New “White Boys” Club? Problematizing the Norms Limiting Diversity and Inclusion in an Educational Gaming Context},
author = {Fredrik Rusk and Matilda Ståhl },
editor = {Vander Tavares and Thor-André Skrefsrud},
url = {https://research.abo.fi/en/publications/esports-the-new-white-boys-club-problematizing-the-norms-limiting
https://research.abo.fi/ws/portalfiles/portal/59321256/Critical_and_Creative_Engagements_with_Diversity_in_Nordic_Education.pdf},
isbn = {978-1-66692-586-9},
year = {2024},
date = {2024-01-01},
urldate = {2024-01-01},
booktitle = {Critical and Creative Engagements with Diversity in Nordic Education},
pages = {213-230},
publisher = {Lexington books},
abstract = {This chapter focuses on discussing issues of diversity with regards to gaming, specifically esports, in and outside of schools.},
keywords = {Diversity, Educational gaming, Esports, Inclusion},
pubstate = {published},
tppubtype = {incollection}
}
2023
Malinen, Ville
Green Capital of Simulated Entertainment: The Reformed Relationship Between Motorsports and Sim Racing and Their Sustainability Proceedings Article
In: Rantanen, M. M.; Westerstrand, S.; Sahlgren, O.; Koskinen, J. (Ed.): Proceedings of the Conference on Technology Ethics 2023: Tethics 2023, RWTH Aachen University, 2023, ISSN: 1613-0073.
Abstract | Links | Tags: Bourdieu, Esports, Greenwashing, Motorsports, Sustainability
@inproceedings{Malinen2023,
title = {Green Capital of Simulated Entertainment: The Reformed Relationship Between Motorsports and Sim Racing and Their Sustainability},
author = {Ville Malinen },
editor = {M. M. Rantanen and S. Westerstrand and O. Sahlgren and J. Koskinen},
url = {https://ceur-ws.org/Vol-3582/FP_02.pdf
https://jyx.jyu.fi/handle/123456789/92871},
issn = {1613-0073},
year = {2023},
date = {2023-10-19},
urldate = {2023-10-19},
booktitle = {Proceedings of the Conference on Technology Ethics 2023: Tethics 2023},
number = {3582},
publisher = {RWTH Aachen University},
series = {CEUR Workshop Proceedings},
abstract = {This article suggests that the rising visibility and status of sim racing may lead to new challenges owing to its increased synergy with motorsports. Risks are accelerated because of the position of sim racing between motorsports and esports, and the lack of institutional resources and sustainable, healthy ecosystem faced by sim racing. These lacks also increase the tendency for image–cleaning actionssuch as greenwashing. The position and status of these sports were viewed through Pierre Bourdieu’s theoretical concepts, including capitals and doxa. The collaborations and status that sim racing has achieved has allegedly subjected it to more criticism for its ethical aspects, namely environmental friendliness and accessibility. Further adoption of traditional sports institutionalization to compensate the lack of a clear structure for sim racing might not be ideal. This is due to the possibility of ethical conflicts of the motorsports world emigrating to sim racing.
},
keywords = {Bourdieu, Esports, Greenwashing, Motorsports, Sustainability},
pubstate = {published},
tppubtype = {inproceedings}
}
Cestino, Joaquin; Macey, Joseph; McCauley, Brian
Legitimizing the Game: How Gamers' Personal Experiences Shape the Emergence of Grassroots Collective Action in Esports Journal Article
In: Internet Research, vol. 33, iss. 7, pp. 111-132, 2023, ISSN: 1066-2243.
Abstract | Links | Tags: Change agents, Collective action, Esports, Grassroots, Interpretive phenomenological analysis, Legitimacy, Mobilization, Personal experiences, Propriety jugments, Sweden, Validity
@article{Cestino2023,
title = {Legitimizing the Game: How Gamers' Personal Experiences Shape the Emergence of Grassroots Collective Action in Esports},
author = {Joaquin Cestino and Joseph Macey and Brian McCauley},
url = {https://doi.org/10.1108/INTR-05-2022-0347
https://www.emerald.com/insight/content/doi/10.1108/intr-05-2022-0347/full/html
},
doi = {10.1108/INTR-05-2022-0347},
issn = {1066-2243},
year = {2023},
date = {2023-05-19},
urldate = {2023-05-19},
journal = {Internet Research},
volume = {33},
issue = {7},
pages = {111-132},
abstract = {Purpose
This paper studies early stages of actor mobilization for institutional change within Swedish esports.
Design/methodology/approach
The authors employ interpretative phenomenological analysis.
Findings
The authors’ findings explain how actors become motivated to act in critical reflections linked to conflicting legitimacy judgments and emotionally charged personal struggles. Moreover, the findings show how, as actors get activated in collective action, they identify efficacy lines around valid domains and experience emotionally charged collective endeavors. Furthermore, the findings explain how particularities in early experiences project legitimacy aspirations that orient collective action toward validity ends and particular values and ideals shaping actors' grassroots movements.
Originality/value
This study adds to legitimacy and institutional change theory through individual actors' perspectives, providing key insights into how they are motivated, activated, and oriented. This study is the first to investigate grassroots activists' personal stories in esports.},
keywords = {Change agents, Collective action, Esports, Grassroots, Interpretive phenomenological analysis, Legitimacy, Mobilization, Personal experiences, Propriety jugments, Sweden, Validity},
pubstate = {published},
tppubtype = {article}
}
This paper studies early stages of actor mobilization for institutional change within Swedish esports.
Design/methodology/approach
The authors employ interpretative phenomenological analysis.
Findings
The authors’ findings explain how actors become motivated to act in critical reflections linked to conflicting legitimacy judgments and emotionally charged personal struggles. Moreover, the findings show how, as actors get activated in collective action, they identify efficacy lines around valid domains and experience emotionally charged collective endeavors. Furthermore, the findings explain how particularities in early experiences project legitimacy aspirations that orient collective action toward validity ends and particular values and ideals shaping actors' grassroots movements.
Originality/value
This study adds to legitimacy and institutional change theory through individual actors' perspectives, providing key insights into how they are motivated, activated, and oriented. This study is the first to investigate grassroots activists' personal stories in esports.
Mattinen, Topias; Macey, Joseph; Hamari, Juho
Gambling in Digital Games and Esports: A Scoping Review Proceedings Article
In: Proceedings of the 56th Hawaii International Conference on System Sciences, pp. 3921-3930, IEEE Computer Society, 2023, ISSN: 2572-6862.
Abstract | Links | Tags: Digital games, Esports, Gambling, Gambling-like activities, Scoping review
@inproceedings{Mattinen2023,
title = {Gambling in Digital Games and Esports: A Scoping Review},
author = {Topias Mattinen and Joseph Macey and Juho Hamari},
url = {https://hdl.handle.net/10125/103110
https://scholarspace.manoa.hawaii.edu/server/api/core/bitstreams/c9744b39-341b-49e3-96c7-8ea244060cc7/content},
issn = {2572-6862},
year = {2023},
date = {2023-01-03},
urldate = {2023-01-03},
booktitle = {Proceedings of the 56th Hawaii International Conference on System Sciences},
pages = {3921-3930},
publisher = {IEEE Computer Society},
abstract = {The convergence of gaming and gambling has become increasingly prominent in recent years, most notably in the context of esports. Consequently, there has been a recent surge of literature investigating this phenomenon. This convergence is often driven by the commercial advantages it offers, yet there are concerns over the effects of mixing gambling with gaming, both in relation to the quality of experiences, and possible ethical problems. In this scoping review of the related corpus, we explore the development of work addressing the presence of gambling associated with digital games; examining methodologies, research topics, the specific gambling activities addressed, and identifying gaps present in the field. The body of literature reviewed consists of peer-reviewed, English language publications (n=132). Our findings indicate a sharp increase in yearly publications in the late 2010s, attributed partly due to rising interest in novel gambling activities, such as loot boxes. We recommend future research incorporates both qualitative and mixed methods research to provide the field with results unavailable at current time.},
keywords = {Digital games, Esports, Gambling, Gambling-like activities, Scoping review},
pubstate = {published},
tppubtype = {inproceedings}
}
2022
Ruotsalainen, Maria
Overwatch Esports and The (Re)Configurations of Gender and Nationality PhD Thesis
2022, ISBN: 978-951-39-9184-5 .
Abstract | Links | Tags: Competitive gaming, Esports, Gender, Nationalism, Nationality, Qualitative research
@phdthesis{Ruotsalainen2022d,
title = {Overwatch Esports and The (Re)Configurations of Gender and Nationality},
author = {Maria Ruotsalainen},
url = {http://urn.fi/URN:ISBN:978-951-39-9184-5
https://jyx.jyu.fi/bitstream/handle/123456789/82456/1/978-951-39-9184-5_vaitos23082022.pdf},
isbn = {978-951-39-9184-5 },
year = {2022},
date = {2022-08-23},
urldate = {2022-08-23},
publisher = {University of Jyväskylä},
abstract = {The dissertation comprises five research articles and a compilation portion, focusing on gender and nationality in competitive Overwatch. Overwatch is a team-based first-person shooter that Blizzard Entertainment published in 2014. From the beginning onwards, it has had an active esports scene. In 2018, the game’s publisher took hold of the whole esports scene and organised it in a league format—strikingly similar to how traditional sports leagues in North America are organised—and to a yearly (2016–2019) organised Overwatch World Cup. Against this backdrop, I examine how gender and nationality are portrayed within the production of competitive Overwatch Esports and how they are performed and negotiated within the reception of competitive Overwatch. Drawing from the concept of banal nationalism, I suggest the production choices of Overwatch esports are meant to evoke nationalist sentiments from the viewers and fans, intimately tying in with the ongoing sportification of Overwatch esports and esports in general. The ongoing sportification of Overwatch esports also affects how gender, particularly masculinity, is portrayed and positioned within this particular esports. The influence of traditional sports strengthens the position of hegemonic masculinity, often leading to portrayals of athletic masculinity as the desirable masculinity within the Overwatch esports ecosystem. However, examining the reception of Overwatch esports reveals a richer and more varied picture of how masculinity and gender are negotiated within Overwatch esports. The players, fans, and viewers both affirm and resist the nationalist ethos and the sportified aesthetics and the configurations of the masculinity they suggest, drawing also from alternative ways to frame competitive gaming. Particularly relevant for this is anime aesthetics which are used by fans to frame Overwatch esports. This also affects what kind of desirable masculinity is negotiated amongst fans: The hegemonic masculinity is reconfigured to a form of hybrid masculinity, with elements of athletic masculinity, geek masculinity, and Kawaii masculinity, allowing (white and Asian) men to have more varied gender expression. Unfortunately, this allowance has little to no bearing on the positions of the others and women continue being marginalised in Overwatch esports.
Keywords: esports, competitive gaming, gender, nationality, nationalism, qualitative research
Tässä väitöskirjassa tutkin sukupuolen ja kansallisuuden rakentumista Overwatch kilpapelaamisessa. Väitöskirja koostuu viidestä tutkimusartikkelista ja kokoelmaosasta. Overwatch on joukkuepohjainen ensimmäisen persoonan ammuntapeli, jonka Blizzard Entertainment julkaisi vuonna 2014. Sen ympärillä on alusta alkaen ollut aktiivinen e-urheiluskene. Pelin julkaisija otti vuonna 2018 haltuunsa koko e-urheiluskenen ja järjesti sen liigamuotoon, seuraten perinteisten urheiluliigojen mallia Pohjois-Amerikassa. Lisäksi julkaisija järjesti vuosittaiset Overwatchin maailmanmestaruuskisat vuosina 2016-2019. Tätä taustaa vasten tutkin, kuinka sukupuoli ja kansallisuus rakentuvat Overwatch e-urheilun vastaanotossa sekä tuotannossa. Ehdotan banaalin nationalismin käsitteen pohjalta, että Overwatch e-urheilun tuotantovalinnat on tarkoitettu herättämään katsojissa ja faneissa kansallismielisiä tunnekokemuksia ja että tämä liittyy läheisesti Overwatch e-urheilun ja koko e-urheilun jatkuvaan urheilullistamiseen. Overwatch e-urheilun jatkuva urheilullistaminen vaikuttaa myös tapaan, jolla sukupuoli ja erityisesti maskuliinisuus esitetään siinä. Overwatch e-urheilun vastaanoton tarkastelu paljastaa kuitenkin rikkaamman ja monipuolisemman kuvan tavoista, joilla maskuliinisuus ja sukupuoli neuvotellaan Overwatch e-urheilussa. Fanit ja katsojat vahvistavat mutta myös vastustavat kansallismielisiä tunteita sekä sen ehdottamia maskuliinisuuden muotoja hyödyntäen vaihtoehtoisia tapoja ymmärtää kilpailupelaamista. Erityisen relevantti tälle on anime, jota fanit käyttävät Overwatch e-urheilun kehystykseen. Tämä vaikuttaa myös siihen, minkälaisesta halutusta maskuliinisuudesta fanien keskuudessa neuvotellaan: hegemoninen maskuliinisuus muotoillaan uudelleen hybridi-maskuliinisuuden muotoon, jossa on elementtejä atleettisesta maskuliinisuudesta, nörtti-maskuliinisuudesta ja kawaii-maskuliinisuudesta. Tämä mahdollistaa (valkoisille ja aasialaisille) miehille monimuotoisempia tapoja performoida maskuliinisuutta, mutta valitettavasti sillä on vain vähän tai ei ollenkaan vaikutusta muiden asemaan, ja naiset ovat edelleen marginaaleissa Overwatch e-urheilussa kuten e-urheilussa yleensäkin.
Keywords: e-urheilu, kilpapelaaminen, sukupuoli, kansallisuus, nationalismi, laadullinen tutkimus},
keywords = {Competitive gaming, Esports, Gender, Nationalism, Nationality, Qualitative research},
pubstate = {published},
tppubtype = {phdthesis}
}
Keywords: esports, competitive gaming, gender, nationality, nationalism, qualitative research
Tässä väitöskirjassa tutkin sukupuolen ja kansallisuuden rakentumista Overwatch kilpapelaamisessa. Väitöskirja koostuu viidestä tutkimusartikkelista ja kokoelmaosasta. Overwatch on joukkuepohjainen ensimmäisen persoonan ammuntapeli, jonka Blizzard Entertainment julkaisi vuonna 2014. Sen ympärillä on alusta alkaen ollut aktiivinen e-urheiluskene. Pelin julkaisija otti vuonna 2018 haltuunsa koko e-urheiluskenen ja järjesti sen liigamuotoon, seuraten perinteisten urheiluliigojen mallia Pohjois-Amerikassa. Lisäksi julkaisija järjesti vuosittaiset Overwatchin maailmanmestaruuskisat vuosina 2016-2019. Tätä taustaa vasten tutkin, kuinka sukupuoli ja kansallisuus rakentuvat Overwatch e-urheilun vastaanotossa sekä tuotannossa. Ehdotan banaalin nationalismin käsitteen pohjalta, että Overwatch e-urheilun tuotantovalinnat on tarkoitettu herättämään katsojissa ja faneissa kansallismielisiä tunnekokemuksia ja että tämä liittyy läheisesti Overwatch e-urheilun ja koko e-urheilun jatkuvaan urheilullistamiseen. Overwatch e-urheilun jatkuva urheilullistaminen vaikuttaa myös tapaan, jolla sukupuoli ja erityisesti maskuliinisuus esitetään siinä. Overwatch e-urheilun vastaanoton tarkastelu paljastaa kuitenkin rikkaamman ja monipuolisemman kuvan tavoista, joilla maskuliinisuus ja sukupuoli neuvotellaan Overwatch e-urheilussa. Fanit ja katsojat vahvistavat mutta myös vastustavat kansallismielisiä tunteita sekä sen ehdottamia maskuliinisuuden muotoja hyödyntäen vaihtoehtoisia tapoja ymmärtää kilpailupelaamista. Erityisen relevantti tälle on anime, jota fanit käyttävät Overwatch e-urheilun kehystykseen. Tämä vaikuttaa myös siihen, minkälaisesta halutusta maskuliinisuudesta fanien keskuudessa neuvotellaan: hegemoninen maskuliinisuus muotoillaan uudelleen hybridi-maskuliinisuuden muotoon, jossa on elementtejä atleettisesta maskuliinisuudesta, nörtti-maskuliinisuudesta ja kawaii-maskuliinisuudesta. Tämä mahdollistaa (valkoisille ja aasialaisille) miehille monimuotoisempia tapoja performoida maskuliinisuutta, mutta valitettavasti sillä on vain vähän tai ei ollenkaan vaikutusta muiden asemaan, ja naiset ovat edelleen marginaaleissa Overwatch e-urheilussa kuten e-urheilussa yleensäkin.
Keywords: e-urheilu, kilpapelaaminen, sukupuoli, kansallisuus, nationalismi, laadullinen tutkimus
Siutila, Miia; Joelsson, Tapani; Karhulahti, Veli-Matti
”Mammat menee kahville, me koneelle”: Kilpapelaaminen poikien elämässä Journal Article
In: Nuorisotutkimus, vol. 40, no. 2, pp. 41-60, 2022, ISSN: 0780-0886, (Embargoed until: 2023-07-01. Request copy from author.).
Abstract | Links | Tags: Asenteet, Boys, E-urheilu, Education, Elektroninen urheilu, Esports, Harrastukset, Kasvatus, Kilpaurheilu, Nuoret, Pelaaminen, Pojat, Upbringing, Verkkopelit, Videopelit, Youth
@article{Siutila2022,
title = {”Mammat menee kahville, me koneelle”: Kilpapelaaminen poikien elämässä},
author = {Miia Siutila and Tapani Joelsson and Veli-Matti Karhulahti},
url = {https://journal.fi/nuorisotutkimus/article/view/120329},
issn = {0780-0886},
year = {2022},
date = {2022-06-23},
urldate = {2022-06-23},
journal = {Nuorisotutkimus},
volume = {40},
number = {2},
pages = {41-60},
abstract = {Tämä artikkeli käsittelee e-urheilua osana aktiivisesti pelaavien turkulaisten poikien elämää. Laadullisen haastatteluaineiston (N=14) kautta artikkeli avaa nuorten näkemyksiä e-urheilun asemasta sekä henkilökohtaisena että yhteiskunnallisena toimintana. Tutkimus viittaa siihen, että e-urheilun rooli aktiivisesti yhdessä pelaavien poikien arjessa toimii perinteisten urheilulajien tavoin tavoitteellisena kilpailuna kuin myös vähemmän tavoitteellisena sosiaalisena ajanvietteenä. Kyseiselle joukolle e-urheilu on harrastus, jota myös perhe, ystävät ja yhteiskunta yhä useammin tukevat. Ohjattu e-urheilutoiminta sekä siihen liittyvät sosiaaliset infrastruktuurit todennäköisesti edesauttavat terveen videopeliharrastuneisuuden
kehitystä.},
note = {Embargoed until: 2023-07-01. Request copy from author.},
keywords = {Asenteet, Boys, E-urheilu, Education, Elektroninen urheilu, Esports, Harrastukset, Kasvatus, Kilpaurheilu, Nuoret, Pelaaminen, Pojat, Upbringing, Verkkopelit, Videopelit, Youth},
pubstate = {published},
tppubtype = {article}
}
kehitystä.
