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Abstract Contemporary images of desirable work (for example at gaming companies or at one of the tech giants) foregrounds creativity and incorporates and idealises elements of play. Simultaneously, becoming one of the best in some particular leisure activity can require many long hours of hard, demanding work. Between on the one hand work and on the other hand leisure and play, we enter the domain of games and sports. Most classical sports originally developed from physical practices of moving the human body and these practices were, through standardization, organization and rationalization, turned into sports. Many sport researchers, (sport) historians and (sport) sociologists have pointed out that sports have gone through a process of “sportification”. Cross-country skiing is an example of an activity that has gone through a historical process of sportification, over time becoming progressively more managed and regulated. Computer games are today following a similar trajectory and have gone from being a leisure activity to becoming a competitive activity, “esports”, with professional players, international competitions, and live streams that are watched by tens of millions of viewers.
History, Other Engineering and Technologies, training, Technology and Environmental History, Teknik- och miljöhistoria, 700, kommunikations-, e-sports, Media and Communications, Medie-, kommunikations-, och informationsvetenskaper, Historia, 300, 301, sportification, Medie-, esports, computer games, Annan teknik, och informationsvetenskaper, cross-country skiing, Sports
History, Other Engineering and Technologies, training, Technology and Environmental History, Teknik- och miljöhistoria, 700, kommunikations-, e-sports, Media and Communications, Medie-, kommunikations-, och informationsvetenskaper, Historia, 300, 301, sportification, Medie-, esports, computer games, Annan teknik, och informationsvetenskaper, cross-country skiing, Sports
citations This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | 6 | |
popularity This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network. | Top 10% | |
influence This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | Average | |
impulse This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network. | Average |