运动压缩,运动和电子竞技

IF 2.8 Q2 HOSPITALITY, LEISURE, SPORT & TOURISM
Michael Hemmingsen
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引用次数: 1

摘要

在本文中,我论证了“运动压缩”概念对于理解运动和游戏的有用性,特别是传统体育和电子竞技之间的区别。我认为运动压缩使我们能够根据运动质量(即运动所拥有的质量,而不是运动的“高质量”)如何影响结果来区分不同的活动。虽然它适用范围很广,但这一概念特别有助于我们理解电子竞技在某些关键方面与传统体育不同的持久观点。我要感谢Don Oxtoby对本文初稿的评论,以及Veli-Matti Karhulahti和一位匿名审稿人提供的有益反馈。披露声明作者未报告潜在的利益冲突。注1:在很大程度上,我反对任何类型的竞争游戏都“内置”必要的技能水平。相反,任何类型的游戏所需的技能水平都取决于对手的相对技能水平(Hemmingsen, Citation2023)当然,我承认,枪击事件并非完全没有争议。然而,它是一项奥林匹克运动,基本上没有争议。相比之下,我绝对肯定,现在将电子竞技纳入奥运会的想法仍然会引起高度争议当然,控制器中的触觉技术可以追溯到很久以前。《Fonz》(Sega, Citation1976)是首款结合触觉反馈的游戏,带有振动方向盘;从1997年起,触觉反馈成为主机控制器的标准功能,任天堂的《RumblePack》在N64平台上引领了这一潮流。最近,Playstation 5的DualSense控制器宣称自己提供了高度精确的触觉反馈,可以说是目前的佼佼者。然而,我认为可以公平地说,在大多数游戏中,这种触觉反馈并不能接近音频或视觉反馈的准确性。例如,Ekdahl和Ravn指出:“当玩家重新装填武器时,游戏不会提供任何触觉反馈;如果玩家撞到一堵墙,他们感觉不到任何物理阻力(尽管可以看到);如果玩家受伤了,他们不会感到身体疼痛;等等”(2018,第7页)重要的是,我并不是说我认为《机器人足球》和《足球》是一样的:它们显然是不同的游戏。相反,问题在于分类:机器人足球是一项运动,还是一项电子竞技?5 .我所说的“行动”是指“游戏行动”,即旨在对游戏产生某种影响的行动。因此,一个足球后卫在前锋带球向对方球门移动时挠挠鼻子可能是一种动作,但不是我在这里感兴趣的那种动作《PGA Tour 2K21》也拥有使用运动传感器控制的选项,但这里我将着眼于使用普通控制器进行演示在我看来,最有趣的情况将出现在未来的游戏中,其中的动作压缩非常低,以至于超出了人类控制自己动作的能力,也就是说,即使是顶级玩家也会发现自己的动作表现出了足够的灵敏度和技能。在这种情况下,运动压缩变得如此微不足道,以至于体育和电子竞技不再有意义的区别。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Movement compression, sports and eSports
AbstractIn this paper I argue for the usefulness of the concept of ‘movement compression’ for understanding sport and games, and particularly the differences between traditional sport and eSport (as currently practised). I suggest that movement compression allows us to distinguish between different activities in terms of how movement quality (in the sense of the qualities the movement possesses, rather than that the movement is of ‘high quality’) affects outcome. While it applies widely, this concept can in particular help us to understand the persistent idea that eSports are in some key way distinct from traditional sports.Keywords: movement compressionsporteSporte-sportsphysical movement AcknowledgmentsI would like to thank Don Oxtoby for his comments on an early draft of this paper, and Veli-Matti Karhulahti and an anonymous reviewer for their helpful feedback.Disclosure statementNo potential conflict of interest was reported by the author.Notes1 To a large extent I resist the idea that competitive games of any kind have a required level of skill ‘built in’ to them. Instead, the skill level required by any kind of game is dependent on the relative skill levels of the opponent (Hemmingsen, Citation2023).2 I recognise, of course, that shooting isn’t a wholly uncontroversial case. However, it is an Olympic sport, mostly uncontentiously. By contrast, I am absolutely certain that still now the idea of including eSports in the Olympics would be highly contentious.3 Of course, haptic technology in controllers goes back a long way. Fonz (Sega, Citation1976) was the first game to incorporate haptic feedback, with a vibrating steering wheel; and haptic feedback became a standard feature in console controllers from 1997 on, with Nintendo’s RumblePack for N64 leading the way (Khurs, Citation2017). More recently, the Playstation 5’s DualSense controller advertises itself as providing highly precise haptic feedback, and arguably leads the pack currently. However, I think it’s fair to say that this kind of tactile feedback doesn’t come close to approaching the veracity of the audio or visual feedback in most games. For instance, Ekdahl and Ravn point out that ‘When a player reloads a weapon, no tactile feedback is provided; if a player runs into a wall, no physical resistance is felt (although one is seen); if a player is damaged, no physical pain is felt; et cetera’ (2018, p. 7).4 Importantly, I am not saying here that I think Robo-Football is the same as football: they are clearly different games. The issue is instead about categorisation: is Robo-Football a sport, or an eSport?5 By ‘action’ I mean ‘game action;’ that is, actions that are intended to produce some kind of effect on the game. So, a soccer defender scratching their nose as they move up the field as their forwards take the ball towards the opposing goal may be an action, but not the kind I’m interested in here.6 PGA Tour 2K21 also has the option of using motion sensor controls, but here I’m focusing on play with an ordinary controller for purposes of illustration.7 The most interesting cases, to my mind, will arise from future games in which the movement compression is so low that is exceeds human beings’ ability to control their movements, i.e., even top players find their movements represented with as much sensitivity and their skill allows. In such cases, the movement compression has become so negligible that sports and eSports have ceased to be meaningfully distinct.
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来源期刊
European Journal for Sport and Society
European Journal for Sport and Society HOSPITALITY, LEISURE, SPORT & TOURISM-
CiteScore
3.30
自引率
4.20%
发文量
17
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