Imagine an enormous arena completely filled with screaming, ecstatic fans cheering for their corresponding teams that have come to compete that day. Behind the scenes, the athletes are nervous, they are about to compete in the biggest, most important event of their lives. However, they are professionals, so they have trained a majority of their lives for this moment, constantly practicing their craft, going over film, and working alongside their teammates in order to achieve their ultimate goal, winning the championship. This description at first look may seem to be describing a championship sporting event such as the NBA Finals, the World Series, Stanley Cup Finals or even the World Cup Final. However, none of these events are what is being depicted. What is actually being illustrated is the finals for numerous Esports competitions such as the League of Legends World Championship or the StarCraft World Championship Series. Ever since the first invention of video games, there has always been a stigma that came with being a gamer. Gamers have always been labeled as geeky, nerdy, immature, and even fat and lazy. Some of the public’s perception of Esports as well as their desire to not have it labeled as a real sport in Esports’ brief history exemplifies the stigma and negative connotation of the word “gamer.” However, in the increasingly innovative and technological modern world, the idea that Esports should not socially or legally be considered to be a real sport has become
Gender classification is a predominant topic within today’s sports and is most broadly understood through the portrayals of sports media. Through overt and covert ways, sports media has continued to promote a masculine representation of sports (Millington & Wilson, 2010; Messener, Duncan, & Jensen, 1993). By understanding the way in which sports media portrays sports, one can recognize how masculinity has dominated the world of sports. With the aid of two unique studies of sports media, this paper will critique the way in which media has effected the gendered depiction of sports.
Sports are something that everyone in the world, regardless of age, sex, or nationality, can enjoy. Whether it's a child playing in his first t-ball game or a professional athlete swimming in the Olympics and everyone in between, sports can connect almost everyone. Fan support and overall devotion for athletic competition has raised professional athletes to superstars and national icons; Super Bowl Sunday is a national holiday to some, and sports are one of the largest moneymakers in the economy.
During the transition into the new millennium, a number of factors including new technology, sports personalities, and originality of new fans, led to the media destruction of modern sports. The media changed professional and amateur athletics into businesses rather than into moralistic entertainment while disgracefully exploiting higher education and individuals in the sporting world. The press has also produced a new set of ideals and attitudes in the fans and players of popular sports (Torr 49).What began in the transition to the new millennium is now an ever-occurring phenomenon that plagues the wide world of sports.
Sports of old were merely competitive activities rooted in heroism and romanticism. Sports activities today, however, have no such innocence or simplicity. Currently in America, the activities that make up our sports culture is not only the competitive events themselves but the processes and issues that underlie and surround them. Entwined in our sports culture is the giant business of mass broadcasting. Indeed, sports and the media go hand in hand like peanut butter and jelly, like Mickey and Minnie, Darth Vader and Luke. They are intertwined and depend on each other to continue to grow. Sports media includes television, radio, magazines, newspapers, books, films, and, now, most importantly, social media devices provided by the
Author A.B. Harris declares a call to action in his article “Average Gamers Please Step Forward” published in 2012 as he talks about the how gamers shouldn’t settle for how the Entertainment Software Association put the average gamer into a box, Harris (2017) declares that the average gamers are far more credible and intelligent than the perceived demographics suggest (pg.503). He starts to build a bond between himself and the reader by connecting himself with the audience and asserting himself as one of them who all want the same thing, to “change the mainstream” (Harris, 2012, p.506) and show non-gamers they are more than over-sexed male adolescents with a penchant for violence (Harris, 2012, p.504). Harris uses his personal values and experiences
Sports are extremely popular around the world and only get more popular as time goes on. Sports is on television (TV), in the news, in the newspaper, and online. It only makes sense that this is the case. A sporting event is the ultimate drama. The variability of a game is what gets people so into it. Sports can tell a story, and teach great life lessons as well as inspire people. If sports are that important to the people around the world who watch it, just think about how important sports are to the ones who actually play it and coach it. It is their passion, their persona, their life. With the media’s harsh expectations of teams today, unless a team wins a championship, they are deemed unsuccessful. Since expectations are so high,
In the book “Winning Is the Only Thing”, Randy Roberts and James Olsen unravel the true origins of sports and the post war effects on American sports. The book reveals the social, economic, racial, and worldly affairs that shaped sports in the U.S. Roberts and Olsen also explain how sports went from fun and games to winning being the only importance. The book begins with the cold war and its effects on the Olympic Games, demonstrating how the games were politicized. It then transitions with racial integration becoming a thing of the past, to the modernization of sports through mass media and technology. “Winning is the Only Thing” offers a variety of the historical stories, giving the readers factual insight on the controversial and scandalous sides behind the transformation of American sports. The book was informative and quickly covered the historical and evolutionary aspects of sports, keeping the book short, sweet and easy to read.
As video games become more and more popular, we will inevitably see an increase in amount of video games being produced. The growth in popularity of video games is facilitated by the creation of a website known as Twitch.com. This website allows gamers and content creators to stream themselves playing video games online and interact directly with a live audience via chat. This new platform makes gaming both more accessible and more acceptable. The social stigmas that accompany video games are diminishing; in fact there has been an increase in competitive electronic sports as well. Logically, the growing interest in video games encourages programmers to make more and more games. Melinda Burgess et al presents an interesting perspective about video games. She explores the prevalence of racial stereotypes and how their effects are detrimental to society as a whole. In Burgess’s essay, “Playing with Prejudice: The Prevalence and Consequences of Racial Stereotypes in Video Games”, she provides fantastic commentary on how top selling video games show “overt racial stereotyping” (Lunsford et al 551) and negatively affect how we think. By providing statistics and data about the videogames that she is critiquing, she effectively shows that there is may be a correlation between video games and how we think and interact with the world around us.
A sport is an activity involving physical exertion and skill in which an individual or team competes against another or others for entertainment. Sports originated in early history as males only, and was often used to see which male was more dominant. In today’s society sports have a different meaning and is played by both genders, but still holds a mentality of superiority. In this essay, I will be arguing the Social Constructs of Masculinity in Sports in the language and the actions used when performing these activities through both genders and how some actions are acceptable for one gender and not for the other. Using Laurel Richardson’s article Gender Stereotyping in the English Language, and X: A Fabulous Child’s Story by Lois Gould. The article and story will help distinguish the use of words in our society and how they are incorporated in sport and how the actions of a person that does not fit the social standard faces repercussions for their actions.
Whether it’s playing video games or watching video games, we get filled with an intoxicating feeling to play or watch more. Throughout generations, there has been an increase of people playing video games and about half the population in the United States plays video games. Since 1980, video games are taken to a different level with eSports, which is competitive electronic gaming tournaments with other competitors. In 2000 to the present , eSports grew in popularity and became known worldwide because of the game “League of Legends”. In 2011 “LoL” tournament ranked over 1.6 million views worldwide and during a “LoL” championship in 2015 over 36 million people were viewing the game. ESport raises this question: “Do video games counts as sports?” Video games do not count as a sport because it does not match the criteria of a sport,video games are luck-based, and are unhealthy.
Imagine a large arena filled with two competitive teams. The tension grows and finally, one team prevails and is greeted by stupendous amounts of cheering. There are a wide variety of video games that are popular worldwide, and are played by many different people. Video games, and gaming in general, should be considered to be added in the many sport selections because of how similar it is to any other sport: how pro players that get paid, and how a lot of talent is necessary to play.
Gender disparity in video games is a topic that both scholars and major gaming icons have discussed before. However, the topic recently resurfaced with the upsurging population of female gamers. The integration of females was a spectacle that caused a massive culture shock. Many members of the gaming community were unsure how to handle the change and took to discriminating females. While discrimination may seem unimportant, many scholars and icons believe it is a prominent factor of gender disparity: an environment which typically favors males, a hostile or “toxic” atmosphere, and repeated stereotypes all manifest certain behaviors of both genders that can cause a disparity to grow. Although some sources claim gender disparity is evident in gaming as a whole, others insist the novelty of female discrimination in video games is less prominent due to a more leveled percentage of male-to-females in gaming. However, both agreed that the competitive gaming community is a different story. Time and time again the competitive gaming community was mentioned for its exclusion of women due to biased and misogynistic members who sexualize and degrade females. These members believe women are inferiors that encroach on their territory with unskilled and seductive natures. Therefore, for the females in the gaming community, their actions will shape the future of women in the competitive gaming community. The change in female treatment is detrimental to gender disparity. Not only because
Sports, admittedly, have had a huge impact on our culture. Some of us even use sports as an excuse to gather our family for some quality time with each other, whether they just hangout for the sake of entertainment or engage in a meaningful conversation full of fervid passion when discussing spectacular plays, athletes, and coaches. However, people talk about the multitude of positive traits that sports are associated with, one must be informed about the abundance of issues that sports face; issues that keep sports from being what we want it to be- free from malicious intent and more along the lines of a peaceful collaboration perpetuated by authentic equality; coming together to proclaim our love for the game. Inequality, for example, is
Competitive gaming, also known as e-sports, is becoming a worldwide phenomenon. With huge events and tournaments that are watched by millions of passionate fans, many people are beginning to question whether playing video games can be considered a real sport. Even though e-sports may not be as physically demanding as traditional sports like football and basketball, the structure, strong fan base and the requirements to seriously contend in the competitive gaming scene legitimize it as a “real” sport.
Dominant groups in society often set up normative ideas about bodies, genders and sexualities in order to preserve the societal hierarchy that greatly benefits them. White, cisgender, heterosexual males are often at the top of this hierarchy and are the active perpetrators of their imposed rigid standards. Categories are created by these dominant groups to exercise their control and those who do not fit or refuse to categorize themselves are punished, either metaphorically or literally. In the sports realm, these norms are ubiquitous. However, in this paper, I argue that sports can both uphold and challenge these normative ideas about bodies, genders, and sexualities through normalized practices it normalizes that are considered to be different from the outside world. Sex-tests and gender policies in sports competitions uphold the idea that there is a biological difference in genders and rigidly implement the gender-binary. On the other hand, the practice of contact sports and the use of locker rooms as a voyeuristic experience challenge normative ideas about bodies, genders and sexualities. These practices are standard in the sphere of sports a