电子竞技中使用兴奋剂。对社会学解释的实证探索和探索

M. Jasny
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引用次数: 4

摘要

电子竞技是科学研究中的一个新现象。其中的许多问题没有得到系统的分析。使用人造物质来提高人类的身体能力通常是在运动偏差的背景下解决的。电子竞技部分体现了体育功能,但在电子游戏比赛中的兴奋剂和反兴奋剂控制领域,很难划定什么是允许的,什么是禁止的界限。本工作的目的是基于粉丝和选手的态度和经验,重构电子竞技中兴奋剂的社会评价。大多数球员接受使用兴奋剂,比如能量饮料。他们中的一些人还观察到在比赛期间使用违禁物质。电子竞技爱好者通常支持以传统体育为模式的反兴奋剂控制,并强调问题的结构性决定因素的重要性,例如允许使用违禁手段。
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Doping in e-sports. An empirical exploration and search for sociological interpretations
Electronic sports is a new phenomenon in scientific research. Many issues within it have not been systematically analyzed. The use of artificial substances to improve human physical abilities is most often addressed in the context of deviation in sports. E-sports partially reflects sporting functionality, but in the area of doping and anti-doping control in video game competitions, it is difficult to delineate the boundary between what is allowed and what is forbidden. The aim of this work is to reconstruct the social assessment of doping in e-sports based on the attitudes and experience of fans and players. Most players accept the use of stimulants, such as energy drinks. Some of them also observe the use of prohibited substances during games. E-sports enthusiasts usually support anti-doping controls modeled on traditional sports and emphasize the importance of structural determinants of the issue, such as allowing the use of prohibited means.
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12 weeks
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