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Competitive Gaming is like an adventure in a big open world game where you can explore a lot of different areas and get in touch with a lot of different competitions with different fighting styles.The competitive gaming community is getting wider and wider and there is a variety of possibilities in taking part in this community. What happened to be a "nerdy" thing, playing a game for weeks in the basement with yourself emerges and forms a bigger challenge for players all over the world. Every player can take part in this competition to demonstrate their skills and to show their power. <br /> | |||
Competitive Gaming is like an adventure in a big open world game where you can explore a lot of different areas and get in touch with a lot of different competitions.The competitive gaming community | |||
==Introduction== | ==Introduction== | ||
Line 13: | Line 11: | ||
===The Story behind: Competitive Gaming History=== | ===The Story behind: Competitive Gaming History=== | ||
With the game ''Spacewar!'' the AI Labs in Stanford University in Silicon Valley started the first tournament in October 1972. Atari followed 8 years later with first major game tournament. In the 1980's there were a lot of tournaments coming up and in the 1990's the emerging of the home consoles changed the accessibility for players. They could play in the arcade halls or at home. Great game like ''Counter-Strike'' or ''StarCraft'' initiated a new era in the 2000's. Intel Extreme Masters or Major League Gaming started their tournaments. With the launch of Twitch TV and other Live- Streaming platforms for gameplay, the viewers and players could watch from all over the world. With [[League of Legends]], Fortnite and Dota 2 the competitive gaming world is still expanding.<ref>cf. NBC News: ''Esports: Inside The World Of Competitive Gaming | NBC News'', https://www.youtube.com/watch?v=3aStpvzPFI0 (15.04.20).</ref> | |||
<youtube>AZGsRP-iqp0</youtube> <youtube>https://www.youtube.com/watch?v=3aStpvzPFI0</youtube> | <youtube>AZGsRP-iqp0</youtube> <youtube>https://www.youtube.com/watch?v=3aStpvzPFI0</youtube> | ||
==Connected Research Approach== | ==Connected Research Approach== | ||
===Round 1: Professional Electronic Sports=== | ===Round 1: Professional Electronic Sports=== | ||
E-sports is a big industry which hosts worldwide tournaments in stadiums with millions of viewers in local or at home. Professional video gamer compete as single player or in teams against other gamer or other teams. The tournaments are not just for amusement but first for money and prestige and admiration.<ref>The authors here also write about that the tournaments are first for gaining money, then for getting admiration and recognition. cf. Faust; Meyer; Griffiths 2015, p. 68.</ref> As like the winner or the winning team takes it all. Genres which are most viewed are MOBA like [[League of Legends|''League of Legends'']], fighting games like [[Soul Calibur|''Soul Calibur'']] or ''Street Fighter'', First-person shooters like ''Counter-Strike'' and real-time strategy games like ''StarCraft'' or ''Age of Empires'' and also MMORPGs like ''[[World of Warcraft]]''. For watching the e-sport events there are platforms like Twitch, YouTube or Mixer.<ref>cf. ESports: everything you need to know: https://www.techradar.com/news/esports-everything-you-need-to-know</ref> Hence there are an amount of ways to watch and observe players and teams having a competition. | |||
The gamer and teams have all nicknames and there are teams from all over the world. In some countries there are even schools for e-sports, so there is a training for the players. They are trained for competition as football players train for the next game. Even the football clubs have not just their teams for championships like champions league or the national division, there have also e-sport teams for ''FIFA'' tournaments. So the gamer do not just coming upstairs from their basement gaming, they are demonstrating their skills and taking part in competitions all over the world and their fans can identify with them. Even admitting, that they play video games and now getting hyped for, is different as it was in the past. It is also to assume that professional competitive player gain higher skills for example like problem solving, prosocial behavior or enhanced short term-memory as in other areas or professions.<ref>cf. Faust; Meyer; Griffiths 2015, p. 69-70.</ref> By developing skills, they show their membership or their belonging to a game and a team and they take part in big produced events where sponsors invest an amount of money. As a result there is a variety of possible researches to find: How are these gamer influenced by all these types competitive gaming. This worldwide attention brings pressure and expectations with it. Challenges have to be accepted and individual styles of play can be explored. Therefore the scientific eyes have to be open. | |||
<youtube>https://www.youtube.com/watch?v=box4SFtGvA0</youtube> | <youtube>https://www.youtube.com/watch?v=box4SFtGvA0</youtube> | ||
===Round 2: Spirit of Competition=== | ===Round 2: Spirit of Competition=== | ||
For competitive gaming, there has to be a competition. The origins lay in the greek word ''agon.'' It means competition, contest or challenge. The sociologist Roger Caillois, who was influenced by Johan Huizinga's ''Homo Ludens'' used four classifications for games: ''Agon'' (competition)'', Alea'' (chance), ''Mimicry'' (costume) and ''Ilinx'' (inebriation)''.'' Furthermore to all these categories there are connected both the forms ''ludus'' , the rule-based game, and ''paidia'', the wild and improvised play.<ref>cf. Roger Caillois: ''Die Spiele und die Menschen. Maske und Rausch'', Berlin 1982, p. 46.</ref> While there are different play and game theories through the history to study as for example Plato, who located play in relation to education<ref>cf. D’Angour, Armand: Plato and Play. ''Taking Education Seriously in Ancient Greece''. In American Journal of Play 5/3 2013, S. 293-307. <nowiki>https://www.journalofplay.org/sites/www.journalofplay.org/files/pdf-articles/5-3-article-plato-and-play.pdf</nowiki> (20.04.2020).</ref>, Schiller, who searched play in being human<ref>cf. Schiller, Friedrich: Spiel und Freiheit – der ästhetische Zustand. In: Scheuerl, Hans (Eds.): ''Theorien des Spiels'', Weinheim; Basel 1975, p. 32-40.</ref>, and Huizinga, who ascribed play as a forming culture function.<ref>cf. Huizinga, Johan: ''Homo Ludens. Vom Ursprung der Kultur im Spiel'', 2009.<br /></ref> The focus in this abstract is not set on game theories, but for videogames and tournaments, it is a good basic for further studies. Coming back to Caillois, he mentions that an ''agon'' is a spectacle for the viewers without feint and all participants have the same chances.<ref>cf. Caillois, Berlin 1982, p.27-30.</ref> Competitive Gaming in relation to the e-sports events has an amount of viewers and especially, what can be observed today a massive dimension. Hence there is a great spectacle for the viewers. Moreover the viewers embrace these tournaments with a seriousness. In the competition of the players and their teams, the viewers inscribe their emotions. Even when " the ''arcade'' style arrangement" with another environment and "two players facing the same screen, joystick and buttons"<ref>For both: Johnson, Mark R.;Woodcock, Jamie: ''Fighting games and Go: Exploring the aesthetics of play in professional gaming'', Sage Journals, Vol 138, Issue 1, 2017, p. 38, <nowiki>https://doi.org/10.1177/0725513616689399</nowiki> (20.04.20).</ref> changed, then the important element were the viewers<ref>ibid., p.38.</ref>and they are still for the tournaments important. Hence there are the teams or the players who compete against each other and there are the viewers, the observers who are fighting, yelling and screaming for their players even if they are not in the same hall or spot, on Twitch, YouTube or other platforms they can show the allegiance or following. <br /> | |||
===Round 3: Ninja, Shroud and Me=== | |||
As already mentioned, competitive gaming or maybe excessive gaming was like a "nerdy" thing in the past. Cliché or not, today out of the tournaments, the social media platforms or other platforms players rise like rockstars. They are not unknown anymore. Players like Ninja, Shroud, Dr. DisRespect or Lee „Faker“ Sang-hyeok are famous and millions watch their games. E-sport forms big communities and the players/ fans are connected to the games and their famous gamers. When watching from home, fans can also follow their idols and they can write them and ask for feedback.Through watching the game sessions, the players can get inspiration and maybe learn new game styles. On platforms like Twitch or Mixer, it is possible to get closer to the famous players. Competitive Gaming appears through all these platforms and their representatives as an invitation to try all the different styles of gaming. There is also a following generated. Fans are bound to the games, because the developers create new ways or new versions of the games. They host tournaments or parties for the fans to generate more followers and a stronger connection to the game. Through the way to play, famous players like Shroud, Ninja or MontanaBlack create also an individual style of gaming which could adjoin virtuosity. According to Gabriele Brandstetter the virtuoso has a magical charisma, they amaze people and is admired.<ref>cf. Brandstetter, Gabriele: Vom naturwissenschaftlichen Experiment zum Medien-Event. Der Virtuose als Grenzfigur des Performativen. In: Brandstetter, Gabriele; Brandl-Risi, Bettina; Van Eikels, Kai (Eds.): ''Szenen des Virtuosen,'' Bielefeld 2016, p.104.</ref> The gamers do not have to be the best players, but they are followed because of their individuality. They have their own style and their own channel. They use their performance and their audience and perform out of it as the virtuoso does.<ref>ibid., p. 106.</ref> To name gamers like Shroud or Ninja as virtuoso could be overstated, even if their performance is overreached as the virtuoso's,<ref>ibid., p.106.</ref> but they have an effect in their performance which draws the fans/players. <br /> | |||
<youtube>https://www.youtube.com/watch?v=GbXVjvGPWq8</youtube> <youtube>https://www.youtube.com/watch?v=M81CONQ8vcE</youtube> | |||
===Round | ===Round 4: Cheating=== | ||
There seems to be a long tradition of cheating, which is connected to the history of games. Why is it that players want to cheat or use some cheats for their pleasure of gaming or their successful outcome? In Mia Consalvo's essay about cheating, the practice of cheating is stated as not easily identified or defined.There is also a conflict for players with cheating, but there are practices or events definitely marked as cheating in the eyes of players or developers while cheating is developing in a new way.<ref>cf. Consalvo, Mia: Cheating. In: Wolf, Mark J. P; Perron, Bernard (Eds.): ''The Routledge Companion to Video Game Studies'', New York 2016, p.152.</ref> By thinking of cheating there are different forms, so for example using cheats to get a lot of money for building a big house with full furniture for example in [[The Sims 4]]. One can also disturb a player while they are taking part in a racing simulation. There is also the question if cheating is always negative? Can cheating generate new forms of gaming or what if all the players in the gaming round would use cheats? | There seems to be a long tradition of cheating, which is connected to the history of games. Why is it that players want to cheat or use some cheats for their pleasure of gaming or their successful outcome? In Mia Consalvo's essay about cheating, the practice of cheating is stated as not easily identified or defined.There is also a conflict for players with cheating, but there are practices or events definitely marked as cheating in the eyes of players or developers while cheating is developing in a new way.<ref>cf. Consalvo, Mia: Cheating. In: Wolf, Mark J. P; Perron, Bernard (Eds.): ''The Routledge Companion to Video Game Studies'', New York 2016, p.152.</ref> By thinking of cheating there are different forms, so for example using cheats to get a lot of money for building a big house with full furniture for example in [[The Sims 4]]. One can also disturb a player while they are taking part in a racing simulation like [[Gran Turismo: Sport]]. There is cheating inside a game and also outside the game by others. When others cheat, one can focus again on Caillois' equality of chances in the ''agon.'' When others are disturbed in their playing, is there still the condition of the competition? There is also the question if cheating is always negative? Can cheating generate new forms of gaming or what if all the players in the gaming round would use cheats? According to Huizinga, there are rules for every play and players who are cheating are killjoys. The killjoy is destructive for the game and the illusion of it while there is also the cardsharper who still takes part in the illusion of the play. Nevertheless the killjoy can also form a new circle of players.<ref>cf. Huizinga, 2009, p.20.</ref> Then it appears that there is another game created. By always thinking of the equality of chances, when all the contestants have chances of cheating, the competition should be restored and contests just about cheating could be possible. | ||
=== Round | ===Round 5: Competitive Gaming - There is Violence and there is Addiction=== | ||
One of the oldest first comment when someone is playing videogames is, that all videogames are violent or influence the player in a violent way. Videogames influence people mentally; they have an impact on the players. There is a variety of scientific researches in psychology for this aspect, but this should not be the focus in this abstract. However what is the role of violence in competitive gaming? Is violence necessary for gaming? For example when players fight in ''[[Soul Calibur]]'', their characters use big weapons, but there is no blood used for an extreme representation. Another example is [[World of Warcraft|''World of Warcraft'']] where the player has to fight in guilds. For WoW there is also a great level for addiction which is another argument against games or for this example, competitive gaming. Having professional players in mind, they have to train an amount of time to become successful players and they are often stressed because the have to deal with pressure and expectations. | |||
Joël Kaczmarek says that violence should be excluded of the game for security or has to be used for the competition, as a service.<ref>cf. Kaczmarek, Joël: Gegnerschaft im Computerspiel: Formen des Agonalen in digitalen Spielen, In: Inderst, Rudolf Thomas; Just, Peter (Eds.):''Contact Conflict Combat. Zur Tradition des Konfliktes in digitalen Spielen'', Boizenburg 2011, p. 222.</ref> Using the violence for gaming aspects or not appears legitimate and it appears interesting. Violence could be a force for the gaming aspect. It is necessary, so the player can put themselves in the position of the avatar for a fighting game. It is like taking a coat or moving into a sphere, but with the knowledge, that this is a temporary state. Hence it is necessary if the player wants to play a competitive game or wants to take part in the community.<br /> | |||
==Conclusion== | ==Conclusion== | ||
Competitive Gaming is part of the open gaming world. Its power and almost magical aura especially in the e-sports area is strengthen. This research approach is a start and part of a wide field of scientific studies. Further developments of competitive gaming should be observed. They are worth it, because the gaming industry, the fans, the gamers and the games: everything is still growing and interweaving and maybe one day, professional electronic sports will be part of the Olympics. | |||
==Related Links/ Research== | ==Related Links/ Research== | ||
<references /> | <references /> |
Latest revision as of 22:06, 20 April 2020
Competitive Gaming is like an adventure in a big open world game where you can explore a lot of different areas and get in touch with a lot of different competitions with different fighting styles.The competitive gaming community is getting wider and wider and there is a variety of possibilities in taking part in this community. What happened to be a "nerdy" thing, playing a game for weeks in the basement with yourself emerges and forms a bigger challenge for players all over the world. Every player can take part in this competition to demonstrate their skills and to show their power.
Introduction
Training Mode: How to Competitive Gaming?
Competitive Gaming is a game mode mainly connecting to multiplayer-based video games, where players compete with each other in different types of game mechanics, skillsets and settings.
The spectrum of competitive gaming interconnects with the wide field of video games in various sections. Often associated with professional monetized e-sports tournaments in first place, competitive gaming can be located in way more casual or intermediate gaming circumstances. There is a variety of types of gaming for competitive gaming like MMORPGs, MOBA (Massive Online Battle Arena), Browser Games, Casual Games, Strategy Games, Fighting Games, Racing Simulation or Sports Games. Other types are: Hot Seat, LAN-Party or Online-Mulitplayer Sessions.
In the scientific and professional literature on video games competitive gaming is lacking profound research and recognition. [1]
The Story behind: Competitive Gaming History
With the game Spacewar! the AI Labs in Stanford University in Silicon Valley started the first tournament in October 1972. Atari followed 8 years later with first major game tournament. In the 1980's there were a lot of tournaments coming up and in the 1990's the emerging of the home consoles changed the accessibility for players. They could play in the arcade halls or at home. Great game like Counter-Strike or StarCraft initiated a new era in the 2000's. Intel Extreme Masters or Major League Gaming started their tournaments. With the launch of Twitch TV and other Live- Streaming platforms for gameplay, the viewers and players could watch from all over the world. With League of Legends, Fortnite and Dota 2 the competitive gaming world is still expanding.[2]
Connected Research Approach
Round 1: Professional Electronic Sports
E-sports is a big industry which hosts worldwide tournaments in stadiums with millions of viewers in local or at home. Professional video gamer compete as single player or in teams against other gamer or other teams. The tournaments are not just for amusement but first for money and prestige and admiration.[3] As like the winner or the winning team takes it all. Genres which are most viewed are MOBA like League of Legends, fighting games like Soul Calibur or Street Fighter, First-person shooters like Counter-Strike and real-time strategy games like StarCraft or Age of Empires and also MMORPGs like World of Warcraft. For watching the e-sport events there are platforms like Twitch, YouTube or Mixer.[4] Hence there are an amount of ways to watch and observe players and teams having a competition.
The gamer and teams have all nicknames and there are teams from all over the world. In some countries there are even schools for e-sports, so there is a training for the players. They are trained for competition as football players train for the next game. Even the football clubs have not just their teams for championships like champions league or the national division, there have also e-sport teams for FIFA tournaments. So the gamer do not just coming upstairs from their basement gaming, they are demonstrating their skills and taking part in competitions all over the world and their fans can identify with them. Even admitting, that they play video games and now getting hyped for, is different as it was in the past. It is also to assume that professional competitive player gain higher skills for example like problem solving, prosocial behavior or enhanced short term-memory as in other areas or professions.[5] By developing skills, they show their membership or their belonging to a game and a team and they take part in big produced events where sponsors invest an amount of money. As a result there is a variety of possible researches to find: How are these gamer influenced by all these types competitive gaming. This worldwide attention brings pressure and expectations with it. Challenges have to be accepted and individual styles of play can be explored. Therefore the scientific eyes have to be open.
Round 2: Spirit of Competition
For competitive gaming, there has to be a competition. The origins lay in the greek word agon. It means competition, contest or challenge. The sociologist Roger Caillois, who was influenced by Johan Huizinga's Homo Ludens used four classifications for games: Agon (competition), Alea (chance), Mimicry (costume) and Ilinx (inebriation). Furthermore to all these categories there are connected both the forms ludus , the rule-based game, and paidia, the wild and improvised play.[6] While there are different play and game theories through the history to study as for example Plato, who located play in relation to education[7], Schiller, who searched play in being human[8], and Huizinga, who ascribed play as a forming culture function.[9] The focus in this abstract is not set on game theories, but for videogames and tournaments, it is a good basic for further studies. Coming back to Caillois, he mentions that an agon is a spectacle for the viewers without feint and all participants have the same chances.[10] Competitive Gaming in relation to the e-sports events has an amount of viewers and especially, what can be observed today a massive dimension. Hence there is a great spectacle for the viewers. Moreover the viewers embrace these tournaments with a seriousness. In the competition of the players and their teams, the viewers inscribe their emotions. Even when " the arcade style arrangement" with another environment and "two players facing the same screen, joystick and buttons"[11] changed, then the important element were the viewers[12]and they are still for the tournaments important. Hence there are the teams or the players who compete against each other and there are the viewers, the observers who are fighting, yelling and screaming for their players even if they are not in the same hall or spot, on Twitch, YouTube or other platforms they can show the allegiance or following.
Round 3: Ninja, Shroud and Me
As already mentioned, competitive gaming or maybe excessive gaming was like a "nerdy" thing in the past. Cliché or not, today out of the tournaments, the social media platforms or other platforms players rise like rockstars. They are not unknown anymore. Players like Ninja, Shroud, Dr. DisRespect or Lee „Faker“ Sang-hyeok are famous and millions watch their games. E-sport forms big communities and the players/ fans are connected to the games and their famous gamers. When watching from home, fans can also follow their idols and they can write them and ask for feedback.Through watching the game sessions, the players can get inspiration and maybe learn new game styles. On platforms like Twitch or Mixer, it is possible to get closer to the famous players. Competitive Gaming appears through all these platforms and their representatives as an invitation to try all the different styles of gaming. There is also a following generated. Fans are bound to the games, because the developers create new ways or new versions of the games. They host tournaments or parties for the fans to generate more followers and a stronger connection to the game. Through the way to play, famous players like Shroud, Ninja or MontanaBlack create also an individual style of gaming which could adjoin virtuosity. According to Gabriele Brandstetter the virtuoso has a magical charisma, they amaze people and is admired.[13] The gamers do not have to be the best players, but they are followed because of their individuality. They have their own style and their own channel. They use their performance and their audience and perform out of it as the virtuoso does.[14] To name gamers like Shroud or Ninja as virtuoso could be overstated, even if their performance is overreached as the virtuoso's,[15] but they have an effect in their performance which draws the fans/players.
Round 4: Cheating
There seems to be a long tradition of cheating, which is connected to the history of games. Why is it that players want to cheat or use some cheats for their pleasure of gaming or their successful outcome? In Mia Consalvo's essay about cheating, the practice of cheating is stated as not easily identified or defined.There is also a conflict for players with cheating, but there are practices or events definitely marked as cheating in the eyes of players or developers while cheating is developing in a new way.[16] By thinking of cheating there are different forms, so for example using cheats to get a lot of money for building a big house with full furniture for example in The Sims 4. One can also disturb a player while they are taking part in a racing simulation like Gran Turismo: Sport. There is cheating inside a game and also outside the game by others. When others cheat, one can focus again on Caillois' equality of chances in the agon. When others are disturbed in their playing, is there still the condition of the competition? There is also the question if cheating is always negative? Can cheating generate new forms of gaming or what if all the players in the gaming round would use cheats? According to Huizinga, there are rules for every play and players who are cheating are killjoys. The killjoy is destructive for the game and the illusion of it while there is also the cardsharper who still takes part in the illusion of the play. Nevertheless the killjoy can also form a new circle of players.[17] Then it appears that there is another game created. By always thinking of the equality of chances, when all the contestants have chances of cheating, the competition should be restored and contests just about cheating could be possible.
Round 5: Competitive Gaming - There is Violence and there is Addiction
One of the oldest first comment when someone is playing videogames is, that all videogames are violent or influence the player in a violent way. Videogames influence people mentally; they have an impact on the players. There is a variety of scientific researches in psychology for this aspect, but this should not be the focus in this abstract. However what is the role of violence in competitive gaming? Is violence necessary for gaming? For example when players fight in Soul Calibur, their characters use big weapons, but there is no blood used for an extreme representation. Another example is World of Warcraft where the player has to fight in guilds. For WoW there is also a great level for addiction which is another argument against games or for this example, competitive gaming. Having professional players in mind, they have to train an amount of time to become successful players and they are often stressed because the have to deal with pressure and expectations.
Joël Kaczmarek says that violence should be excluded of the game for security or has to be used for the competition, as a service.[18] Using the violence for gaming aspects or not appears legitimate and it appears interesting. Violence could be a force for the gaming aspect. It is necessary, so the player can put themselves in the position of the avatar for a fighting game. It is like taking a coat or moving into a sphere, but with the knowledge, that this is a temporary state. Hence it is necessary if the player wants to play a competitive game or wants to take part in the community.
Conclusion
Competitive Gaming is part of the open gaming world. Its power and almost magical aura especially in the e-sports area is strengthen. This research approach is a start and part of a wide field of scientific studies. Further developments of competitive gaming should be observed. They are worth it, because the gaming industry, the fans, the gamers and the games: everything is still growing and interweaving and maybe one day, professional electronic sports will be part of the Olympics.
Related Links/ Research
- ↑ cf. Faust, Kyle; Meyer, Joseph; Griffiths, Mark: Competitive and Professional Gaming: Discussing Potential Benefits of Scientific Study. International Journal of Cyber Behavior, Psychology and Learning. Los Angeles/Kingston/Nottingham 2015, p. 68.
- ↑ cf. NBC News: Esports: Inside The World Of Competitive Gaming | NBC News, https://www.youtube.com/watch?v=3aStpvzPFI0 (15.04.20).
- ↑ The authors here also write about that the tournaments are first for gaining money, then for getting admiration and recognition. cf. Faust; Meyer; Griffiths 2015, p. 68.
- ↑ cf. ESports: everything you need to know: https://www.techradar.com/news/esports-everything-you-need-to-know
- ↑ cf. Faust; Meyer; Griffiths 2015, p. 69-70.
- ↑ cf. Roger Caillois: Die Spiele und die Menschen. Maske und Rausch, Berlin 1982, p. 46.
- ↑ cf. D’Angour, Armand: Plato and Play. Taking Education Seriously in Ancient Greece. In American Journal of Play 5/3 2013, S. 293-307. https://www.journalofplay.org/sites/www.journalofplay.org/files/pdf-articles/5-3-article-plato-and-play.pdf (20.04.2020).
- ↑ cf. Schiller, Friedrich: Spiel und Freiheit – der ästhetische Zustand. In: Scheuerl, Hans (Eds.): Theorien des Spiels, Weinheim; Basel 1975, p. 32-40.
- ↑ cf. Huizinga, Johan: Homo Ludens. Vom Ursprung der Kultur im Spiel, 2009.
- ↑ cf. Caillois, Berlin 1982, p.27-30.
- ↑ For both: Johnson, Mark R.;Woodcock, Jamie: Fighting games and Go: Exploring the aesthetics of play in professional gaming, Sage Journals, Vol 138, Issue 1, 2017, p. 38, https://doi.org/10.1177/0725513616689399 (20.04.20).
- ↑ ibid., p.38.
- ↑ cf. Brandstetter, Gabriele: Vom naturwissenschaftlichen Experiment zum Medien-Event. Der Virtuose als Grenzfigur des Performativen. In: Brandstetter, Gabriele; Brandl-Risi, Bettina; Van Eikels, Kai (Eds.): Szenen des Virtuosen, Bielefeld 2016, p.104.
- ↑ ibid., p. 106.
- ↑ ibid., p.106.
- ↑ cf. Consalvo, Mia: Cheating. In: Wolf, Mark J. P; Perron, Bernard (Eds.): The Routledge Companion to Video Game Studies, New York 2016, p.152.
- ↑ cf. Huizinga, 2009, p.20.
- ↑ cf. Kaczmarek, Joël: Gegnerschaft im Computerspiel: Formen des Agonalen in digitalen Spielen, In: Inderst, Rudolf Thomas; Just, Peter (Eds.):Contact Conflict Combat. Zur Tradition des Konfliktes in digitalen Spielen, Boizenburg 2011, p. 222.