In an era where society and the economy lean towards digital solutions, the rising significance of e-sports is unsurprising. Born and nurtured online, they've experienced exponential growth since their inception. Even before the pandemic, video games had already secured a prominent place among modern hobbies, with competitive games making up a significant market share. These not only influence consumer trends but also perceptions and worldviews, blurring the lines between reality and virtuality, gameplay and practical interaction, and various modes of socializing and participation. Baudrillard's (1981) concept of hyper-realism highlights a reality produced by its own representation, where the distinction between real and virtual becomes blurred. Focusing on this concept, the core subject is analyzing how this altered perception of reality influences dynamics within virtual communities and, by extension, real communities. In the past, signs and representations were entirely distinct from the reality they depicted. With the advent of modern technology, media, and mass culture, these began to manipulate and replace reality itself. Representations aren't mere copies or imitations of reality but take on a form of their own, becoming more "real" than reality itself.

From Joystick to Reality: The Intricate Social Tapestry of E-Sports

pira f.;casagrande r.
2024-01-01

Abstract

In an era where society and the economy lean towards digital solutions, the rising significance of e-sports is unsurprising. Born and nurtured online, they've experienced exponential growth since their inception. Even before the pandemic, video games had already secured a prominent place among modern hobbies, with competitive games making up a significant market share. These not only influence consumer trends but also perceptions and worldviews, blurring the lines between reality and virtuality, gameplay and practical interaction, and various modes of socializing and participation. Baudrillard's (1981) concept of hyper-realism highlights a reality produced by its own representation, where the distinction between real and virtual becomes blurred. Focusing on this concept, the core subject is analyzing how this altered perception of reality influences dynamics within virtual communities and, by extension, real communities. In the past, signs and representations were entirely distinct from the reality they depicted. With the advent of modern technology, media, and mass culture, these began to manipulate and replace reality itself. Representations aren't mere copies or imitations of reality but take on a form of their own, becoming more "real" than reality itself.
2024
978-84-1070-450-3
File in questo prodotto:
Non ci sono file associati a questo prodotto.
Pubblicazioni consigliate

I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.

Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11570/3317316
 Attenzione

Attenzione! I dati visualizzati non sono stati sottoposti a validazione da parte dell'ateneo

Citazioni
  • ???jsp.display-item.citation.pmc??? ND
  • Scopus ND
  • ???jsp.display-item.citation.isi??? ND
social impact