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Games as Sport: Pushing Buttons FTW PDF Print E-mail
Written by stealthtoilet   
Monday, 07 July 2008
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The physicality of a sport is what separates it from a game. Outsmarting the opponent is only one aspect of winning in a real sport, and outplaying them is another matter entirely. In many sports the ability of a player to push themselves to their physical limit is the determining factor in the outcome of the game, match, or round. Professional athletes playing professional sports are all incredibly skilled, and what makes watching a real professional sport more entertaining that watching someone play a video game is this: due to the similarity in skill between athletes in a sport at the professional level, the person or team that wins is usually the one that “wants it” more. Desire becomes an essential part of the game, pushing players beyond what they previously thought they were capable of as they attempt to outdo their opponents. It is at this point that the sport becomes a human drama, as incredibly skilled and talented athletes meet in a contest to find out how far they are willing to push themselves in order to prove they are better than the other. Who can do the unthinkable, and who will do the unbelievable, in order to win?

 

No such drama is found in a video game, no such element of “desire” exists in the virtual world. Everything is calculated and the playing field is level. No matter how much spirit and determination a team or player has another player who has dispassionately calculated the odds can easily claim victory. The idea of upsets and comebacks, an important element of any sport, is nullified in a virtual arena where success is based on playing the technically correct way. And if one does occur, the player who played the technically correct way can’t help but feel cheated. In a real boxing match a boxer who has been fighting poorly, and who by all rights is the inferior competitor, may be able to play through the pain in the hopes of landing a lucky shot and winning the match. If he does manage to win, it was due to his determination to not give up, a virtuous quality and the decisive factor of victory in the match. But in a boxing video game, the competitor who gets hit more will lose. There is no option to “keep playing” once the life bar reaches zero, no way a player can decide to not give up despite the physical harms they may endure. And if they did, if they could continue even though the other player has pummeled them and played a solid technical match, that player would feel quite cheated. In a virtual sport there is no real sacrifice, no real consequence, and as a result, no real contest.

 

Video games as sporting events has gained some ground and had some success. Star Craft in South Korea is viewed as a spectacle when skilled players face off in matches that are surrounded by most of the conventions of watching a sporting event. Halo 2 tournaments have become popularized in North America, and have been televised under the banner of Major League Gaming. Some teams have even landed their own sponsorship, and a gaming Olympics has been organized for some time now. There is certainly an appetite for watching skilled gamers play games well, but crowds, affiliation, and sponsorship still does not warrant video games the title of sport. Organized Boggle tournaments also exist, drawing in crowds and gathering players from across the globe to determine who is the world’s best boggle-er. If poker, and video games, can be considered a sport, then so too can boggle. And if boggle becomes considered a sport, then what worth is there in recognizing video games as sport?

 

By Stealth_Toilet

 



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