{"title":"Raising the Stakes: E-Sports and the Professionalization of Computer Gaming","authors":"T. L. Taylor","doi":"10.5860/choice.50-1511","DOIUrl":null,"url":null,"abstract":"Competitive video and computer game play is nothing new: the documentary King of Kong memorably portrays a Donkey Kong player's attempts to achieve the all-time highest score; the television show Starcade (1982--1984) featured competitions among arcade game players; and first-person shooter games of the 1990s became multiplayer through network play. A new development in the world of digital gaming, however, is the emergence of professional computer game play, complete with star players, team owners, tournaments, sponsorships, and spectators. In Raising the Stakes, T. L. Taylor explores the emerging scene of professional computer gaming and the accompanying efforts to make a sport out of this form of play. In the course of her explorations, Taylor travels to tournaments, including the World Cyber Games Grand Finals (which considers itself the computer gaming equivalent of the Olympics), and interviews participants from players to broadcasters. She examines pro-gaming, with its highly paid players, play-by-play broadcasts, and mass audience; discusses whether or not e-sports should even be considered sports; traces the player's path from amateur to professional (and how a hobby becomes work); and describes the importance of leagues, teams, owners, organizers, referees, sponsors, and fans in shaping the structure and culture of pro-gaming. Taylor connects professional computer gaming to broader issues: our notions of play, work, and sport; the nature of spectatorship; the influence of money on sports. And she examines the ongoing struggle over the gendered construction of play through the lens of male-dominated pro-gaming. Ultimately, the evolution of professional computer gaming illuminates the contemporary struggle to convert playful passions into serious play.","PeriodicalId":45727,"journal":{"name":"American Journal of Play","volume":null,"pages":null},"PeriodicalIF":0.6000,"publicationDate":"2012-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"489","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"American Journal of Play","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.5860/choice.50-1511","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"SOCIAL SCIENCES, INTERDISCIPLINARY","Score":null,"Total":0}
引用次数: 489
Abstract
Competitive video and computer game play is nothing new: the documentary King of Kong memorably portrays a Donkey Kong player's attempts to achieve the all-time highest score; the television show Starcade (1982--1984) featured competitions among arcade game players; and first-person shooter games of the 1990s became multiplayer through network play. A new development in the world of digital gaming, however, is the emergence of professional computer game play, complete with star players, team owners, tournaments, sponsorships, and spectators. In Raising the Stakes, T. L. Taylor explores the emerging scene of professional computer gaming and the accompanying efforts to make a sport out of this form of play. In the course of her explorations, Taylor travels to tournaments, including the World Cyber Games Grand Finals (which considers itself the computer gaming equivalent of the Olympics), and interviews participants from players to broadcasters. She examines pro-gaming, with its highly paid players, play-by-play broadcasts, and mass audience; discusses whether or not e-sports should even be considered sports; traces the player's path from amateur to professional (and how a hobby becomes work); and describes the importance of leagues, teams, owners, organizers, referees, sponsors, and fans in shaping the structure and culture of pro-gaming. Taylor connects professional computer gaming to broader issues: our notions of play, work, and sport; the nature of spectatorship; the influence of money on sports. And she examines the ongoing struggle over the gendered construction of play through the lens of male-dominated pro-gaming. Ultimately, the evolution of professional computer gaming illuminates the contemporary struggle to convert playful passions into serious play.
竞争性的电子和电脑游戏玩法并不新鲜:纪录片《金刚》令人难忘地描绘了《大金刚》玩家试图获得历史最高分的过程;电视节目《星际争霸》(1982- 1984)主打街机游戏玩家之间的竞赛;20世纪90年代的第一人称射击游戏通过网络游戏变成了多人游戏。然而,数字游戏世界的一个新发展是职业电脑游戏的出现,包括明星球员、球队老板、锦标赛、赞助和观众。在《提高赌注》一书中,泰勒探索了职业电脑游戏的新兴场景,以及随之而来的将这种游戏形式变成一种运动的努力。在她的探索过程中,泰勒参加了包括世界电子游戏总决赛(World Cyber Games Grand Finals)在内的锦标赛(该赛事被认为是电脑游戏界的奥运会),并采访了从玩家到广播员的参与者。她研究了职业游戏,包括高收入玩家、实况转播和大量观众;讨论电子竞技是否应该被视为体育运动;追踪玩家从业余到职业的发展历程(以及爱好如何变成工作);并描述了联盟、球队、老板、组织者、裁判、赞助商和粉丝在塑造职业游戏结构和文化中的重要性。Taylor将专业电脑游戏与更广泛的问题联系起来:我们对游戏、工作和运动的观念;旁观的性质;金钱对体育的影响。她通过男性主导的职业游戏的镜头审视了游戏性别建构的持续斗争。最终,专业电脑游戏的演变照亮了当代将玩乐激情转化为严肃游戏的斗争。