DOI: 10.14526/2070-4798-2022-17-2-84-91 Essence and content of "cybersport" and "computer sport" notions
Dmitriy I. Goncharenko*, Andrey P. Brovkin
Volga Region State University of Physical Culture, Sports and Tourism
Kazan, Russia ORCID - 0000-0002-3733-7008, [email protected]* ORCID - 0000-0001-9451-3445, [email protected]
Abstract: Cybersport is a new phenomenon in the world of sport, which starts to gain its popularity. Founded not long ago International sports cybersport federation (2008) organizes the tournaments and championships in different cybersport competitive disciplines. Quick popularity and specificity of cybersport cause interest of the research workers. At the same time there are different, opposed opinions of the scientists concerning the notion "cybersport" both in native and foreign scientific-methodical literature. This article was written in the attempt to answer the question concerning the definition of "cybersport" term. Materials. The differences in "cybersport" and "computer sport" notions revelation and their place determination in general theory and methodology of sport. Research methods. The methods of theoretical analysis and scientific-methodical literature and program-normative documents summarizing. Results. Foreign and native scientific-methodical sources analysis revealed several contradictory moments in such phenomenon as cybersport understanding. Studying the interpretations of "cybersport" notion led to its understanding in the broad sense, which helped to classify it using the separate varieties. We define physical and non-physical cybersport. It include independent kinds of sport - computer sport, mobile sport, VR-sport. As it is some vagueness concerning computer sport classification we define the 7th kind of sport. Conclusion. As a result of the organized foreign and native scientific-methodical sources analysis we defined that "cybersport" notion is wider, than "computer sport" notion. During the research we offered to classify "computer sport" as the 7th group of the kinds of sport with the main feature of systematization "virtual reality". Keywords: computer sport, cybersport, non-physical cybersport, physical cybersport, virtual reality, components of cybersport.
For citation: Dmitriy I. Goncharenko*, Andrey P. Brovkin. Essence and content of "cybersport" and
"computer sport" notions. Russian Journal of Physical Education and Sport. 2022; 17(2): 64-68. DOI:
10.14526/2070-4798-2022-17-2-84-91.
Introduction
Cybersport is a new phenomenon in the world of sport, which starts to gain its popularity. Founded not long ago International sports cybersport federation (2008) organizes the tournaments and championships in different cybersport competitive disciplines. The most popular ones are the following: The International, League of Legends Season World Championship, Smite World Championship; prize fund of which is 180 million dollars, and total audience amount achieves 600 million people [24]. Quick popularity and specificity of cybersport cause interest of the research workers.
At the same time there are different, opposed opinions of the scientists concerning the notion "cybersport" both in native and foreign scientific-methodical literature. This article was written in the attempt to answer the question concerning the definition of "cybersport" term.
Results and discussion
First of all we analyzed the official documents [21,22] and revealed that there is no kind of sport in Russia, which is called "cybersport". However, in All-Russian kinds of sport register there is similar in content kind of sport - computer sport. It includes 7 sports disciplines. At the same time when we type "Cybersport in Russia" in a search box, the first reference offers All-Russian computer sport federation. Analyzing the documents of the federation we revealed that All-Russian computer sport federation realizes computer sport development in Russia.
The official site of the federation also has the definition of "computer sport" notion: "cybersport, electronic sport (e-sport) is a kind of competitive activity and special practice of training for competitions on the basis of computer and/or videogames. There the game gives the interaction environment of the management objects, providing equal conditions for competitions between a person and another person or a team and another team"
[23]. This definition means that "cybersport" is identified with "computer sport" notion. It should be noted that different sites in the Internet have the same opinion.
While searching for scientific literature we used the following sources: https://www.sci-hub.ru/, https://scholar.google.ru/, https://www.elibrary. ru/defaultx.asp, and different searching requests in Russian and English (esports science, computer sports, methods of training in esports, science in cybersport, theory and methodology of cybersport, non-physical esports, physical esports, non-physical cybersport, physical cybersport).
While studying foreign scientific-methodical literature we revealed that "cybersport" notion is defined by one word "esports"; "computer sport" notion in this literature is not found.
For example, Juho Hamari and Max Sjoblom characterize cybersport as "a kind of sport, where the main aspects are made easier with the help of electronic systems; players and teams introduction and also the output of cybersport system are mediated by human being- computer interface". In a practical essence the authors understand it as "competitive videogames. They are coordinated by different leagues, ratings and tournaments"[i4]. Guo Freeman and Donghee Yvette Wohn in their research work define "esports" as "combination of rest, interaction with each other, task, competition and cooperation in a virtual environment" [12].
Gawrysiak, J. and other authors offer to define "cybersport" as "organized videogames competitions. They present non-traditional model of sport, prove to be a commersioal entertaining affair" [14].
Speaking about scientific significance of "esports" phenomenon, Michael G. Wagner defines "Esports" as "the sphere of sports activity, where people develop and train mental or physical abilities using information and communication technologies" [18].
Jenny, S. E., Manning, D., considering "esports" phenomenon, define it as "an organized videogames competition" [17].
Hemphill, D. defines "esports" as "an alternative sports realia, electronically-expanded athletes in digital sports worlds" [15].
Banyai, F. And other authors consider "esports" notion as "an alternative kinds of sport with a special use of videogames and involving into the game process", and also underline the increase of "esports" popularity and specify it as a new sphere in a game culture. It becomes one of the most popular phenomena of society, especially among teen-agers and adults [11].
Foreign scientific-methodical literature analysis showed that such phenomenon as "esports" (cybersport), is a wider notion. It combines official sports competitions in a virtual world, specific
special training for them and specific interhuman relations.
Studying the variants of "cybersport" notion in native literature showed that most research works connected with this topic are reflected in the materials of scientific conferences.
One of the first publications concerning this topic is an abstract of dissertation by Skarzhinskaya E.N. (2005) "Organizational-pedagogical aspects of creative abilities for intellectual kinds of sport development". In this work the author mentions computer games as "an intellectual sport" [8]. Later, in 2010 together with Novoselov M.A. the article "Concerning the question of computer sport terminology" was published. In this work the author identifies the notions "computer sport" and "cybersport" and defines the notions "computer sport"/ "cybersport" - "kinds of sport, where victory is achieved by the offered problem solution using technical means, is realized by means of modern means of communication in terms of dominating role of conscious over unconscious" [7]. In this work the author speaks about several kinds of sport. They are combined under the aegis of "computer/ cybersport", though it is not clear enough how one kind of sport can combine other kinds of sport. Nevertheless the authors also define the classification criteria of the kinds of sport in "computer/ cybersport":
1. Interactive co-operation with make space.
2. Opportunity to take part in competitions distantly.
3. Preferential use of intellect, not physical efforts, in order to achieve sports result.
Talan A.S., Talan M.S. in their research work underline that the most precise definition of "cybersport" notion was given by the Olympic Council of Asia in 2017 - "a kind of sport, which presents competitive activity, realized with the help of videogames, including "shooter games", "strategies" and "sports games" " [9].
Tarasenko V.A. in the article "Computer sport: where it has come from. Historical-sociological excursus" combines "computer sport" and "cybersport" into one notion and characterizes it as "a kind of sport, where athletes or teams compete with each other in order to win using computer (simulator), set on them special game software program and special tools" [5].
In native scientific literature there are a lot of research works, where "cybersport" is identified with "computer sport". It should be also noted that in many articles "cybersport" is understood as "computer sport" and vice versa [1,2,4,5,6,7].
Thus, we can speak about two different interpretations of "cybersport" notion. It caused some questions:
1. If "computer sport" and "cybersport" are the same, then why there is only "computer sport" notion in kinds of sport register and no reference to "cybersport"?
2. What group does "computer sport" belong to, in accordance with the existing kinds of sport classification?
3. Do the competitions, held with the help of mobile equipment, belong to "computer sport"?
4. An athlete competes with the opponent in a virtual world (for example, cycle racing- Zwift) and uses own body movements - is it a "computer sport"?
5. Can "computer sport" exist without virtual reality?
In order to answer the set questions we should start from the main modern tendencies analysis. They are connected with digital world. Nowadays the international IT-companies, such as Google, Facebook, Microsoft and others, admit, that virtual reality technologies are one of the most important spheres of own development. In the questions of understanding "cybersport" notion ecumenical virtual reality creation is extremely important. The technologies, used for virtual reality entrance (virtual reality glasses VR/AR and movements grip device), help a person to merge into virtual world, even moving along it by means of own muscle efforts. At the same time, many companies («AR Production», «PWRG», «Magic Quick», «Amazon», «Alphabet» and others) create equipment for complete plunge into virtual reality and videogames producers reorient their popular games or create new ones for virtual reality glasses and movements grip devices.
Through the prime of modern technologies, understanding "cybersport" and "computer sport" notions starts from the word "computer". It is derivative from the words «to compute, computer» (from lat. «computare»).This word together with the words "electronic" and "machine" created the clear structure- electronic data processing machine - the device, which calculates according to the algorithm, set by the user. All computer games function according to this principle. That is why electronic data processing machine (computer) forms the platform. It helps users interact with each other, for example, organize a competition.
What does prefix "cyber" mean? This prefix comes from cybernetics -"science about managing difficult systems with feedback". It was created by Norbert Wiener. Now this prefix is mainly used for describing the objects or phenomena in virtual reality - cybersport, cyber currenc, cyber security and etc. [8]. It should be noted that there are a lot of definitions of virtual reality. In our opinion, virtual reality is an artificially created by computer technologies world. A person with it (an athlete) can
interact, merge into it fully or partially with the help of immersive devices (helmets, gloves, headphones and etc.) and the devices of information loading (keyboard, computer mouse). That is why computer as an electronic data processing machine. It is a device, which can help to enter virtual reality and organize competitions inside it.
With the technologies development it became possible to enter virtual reality using other devices (smartphone, smart watch, VR-headset, virtual and additional reality glasses and etc.). They provide different ways to connect with virtual reality. In this connection, when we speak about "computer sport", first of all we should understand that these are competitions realized on the definite platform, personal computer. When we compete in virtual reality with the help of other technical devices, for example, movements grip device, we mean another kind of sport with another form of competitions organization.
One of the examples of competitions organization in virtual reality through other technical devices is "Olympic virtual series". It was organized before the XXXII Olympic Games under the aegis of the International Olympic Committee (IOC). In these competitions we want to pay attention to the form of cycle racing competitions organization. For example, for cycle racing competitions virtual racing track with descents and raises was created. The athletes moved along the track sitting on an exercise bicycle at home. The exercise bicycle simulated descents and raises of the virtual racing track with the help of pedals turning.
Each year the amount of such competitions increases. It causes new kinds of sport creation, in which the competitions between the athletes occur in virtual reality.
Thus, we consider that "cybersport" notion is wider, than "computer sport" notion. Defining the notion "cybersport" we can agree with Computer sport Federation, where the only addition would be "in virtual reality". Cybersport (Esports) is a kind of competitive activity and special practice of training for competitions on the basis of computer and/or videogames. There the game provides the interaction environment for the objects of management, and equal conditions for competitions between a man and a man or a team and a team in virtual reality."
Modern sport develops in different directions. We think that it is necessary to introduce the direction. It characterizes sport development in virtual reality - "cybersport". We also believe that "cybersport" is the base for the derivative kind of sports formation. It is necessary to distinguish kinds of sport, which are included into "cybersport". They should be physical and non-physical (Fig. 1).
Fig. 1. Kinds of "cybersport" classification
"Physical cybersport" is a kind of competitive activity and special training for it. There virtual avatar control happens with the help of a loading device. It duplicates biomechanical parameters of the athlete's movements during the competitions. For example, competitive discipline - «Zwift».
"Non-physical cybersport" is a kind of competitive activity and special training for it. There virtual avatar control happens with the help of a loading device. It does not demand direct physical activity and biomechanical parameters of the athlete's movements duplication. For example, competitive discipline Dota 2, CS:GO, Heartstone and others. This differentiation, in our opinion, is necessary because of the format of competitions organization.
Physical and non-physical cybersport can include both mobile and computer and VR-sport. In mobile sport the process of "virtual avatar" (digital image of a person (athlete) in a virtual environment) control happens almost the same way as it happens in computer, only with one difference-here we don't use information loading devices as keyboard, computer mouse or gamepad. This function fulfills smartphone itself. Thus, "mobile sport" can be characterized as "competitions in virtual reality on the basis of mobile competitive disciplines, where a competitive discipline presents a virtual environment of control objects interaction, providing equal conditions for the competitions between a man and a man and between a team and a team".
The next, officially adopted kind of sport in Russia, which is included into "cybersport" notion, is "computer sport". Taking into account the specificity of "cybersport" notion abroad and in Russia, it would be reasonable to give the definition to "computer sport". It would be used in further research works -it is "a kind of sport, which combines the following sports disciplines: combat arena (Dota 2, League of Legens), competitive puzzle (Hearthstone), sports simulator (Zwift), strategies on-line (Starcraft II), technical simulator (World of Tanks, World of Warships), fighting (Tekken 7)", competitions on which are held in virtual reality. In this modern
kind of sport competitions are held by means of computer with the help of information loading devices (keyboard, computer mouse).
Speaking about the place of computer sport and other cybersport kinds of sport in general classification of kinds of sport, we can agree with the opinion of Sakharova M.V., who mentions that in accordance with the traditional classification of the kinds of sport "computer sport" should be included into several groups of sport [6]. In this connection we suppose that "computer sport" should be included into the 7th group of the kinds of sport. It can be called "Kinds of sport, the competitions in which happen by means of virtual reality or in virtual reality itself".
Conclusion
In Russian sports science "cybersport" is very often associated with computer sport. It is mostly connected with earlier penetration of computer sport in Russia. Most research works in this sphere are dedicated only to cybersport as a kind of sport, however, in modern realia this sphere demands wider development of cybersport science.
Native and foreign scientific-methodical literature analysis showed that abroad "cybersport" is a wider notion. In Russia it is very often associated with the notion "computer sport". In this connection on the basis of the held research we presented our own interpretation of these phenomena. For further works in this direction it is necessary to study conceptual base of cybersport in order to write scientific-methodical works competently.
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Submitted: 10.05.2022 Author's information:
Dmitriy I. Goncharenko - Lecturer, Volga Region State University of Physical Culture, Sports and Tourism, 420010, Russia, Kazan, Universiade village, House 35, e-mail: [email protected] Andrey P. Brovkin - Candidate of Pedagogics, Volga Region State University of Physical Culture, Sports and Tourism, 420010, Russia, Kazan, Universiade village, House 35, e-mail: [email protected]