A4 Artikkeli konferenssijulkaisussa
“Overwatch is anime” : Exploring an alternative interpretational framework for competitive gaming (2020)
Ruotsalainen, M., & Välisalo, T. (2020). “Overwatch is anime” : Exploring an alternative interpretational framework for competitive gaming. In DiGRA '20 : Proceedings of the 2020 DiGRA International Conference: Play Everywhere (2020). Digital Games Research Association. Conference of Digital Games Research Association. http://www.digra.org/wp-content/uploads/digital-library/DiGRA_2020_paper_354.pdf
JYU-tekijät tai -toimittajat
Julkaisun tiedot
Julkaisun kaikki tekijät tai toimittajat: Ruotsalainen, Maria; Välisalo, Tanja
Emojulkaisu: DiGRA '20 : Proceedings of the 2020 DiGRA International Conference: Play Everywhere
Konferenssin paikka ja aika: Tampere, Finland (cancelled), 2.-6.6.2020
Lehti tai sarja: Conference of Digital Games Research Association
eISSN: 2342-9666
Julkaisuvuosi: 2020
Volyymi: 2020
Kustantaja: Digital Games Research Association
Julkaisumaa: Suomi
Julkaisun kieli: englanti
Pysyvä verkko-osoite: http://www.digra.org/wp-content/uploads/digital-library/DiGRA_2020_paper_354.pdf
Julkaisun avoin saatavuus: Avoimesti saatavilla
Julkaisukanavan avoin saatavuus: Kokonaan avoin julkaisukanava
Julkaisu on rinnakkaistallennettu (JYX): https://jyx.jyu.fi/handle/123456789/72290
Tiivistelmä
Esports has often been likened and compared to traditional sports. This paper suggests an alternative interpretative framework for competitive gaming by focusing on the team-based first-person shooter game Overwatch. We explore Overwatch esports using multi-sited ethnography and demonstrate how the fans and viewers use a rich spectrum of cultural products to enrich and explain their relationship with esports. In the case of Overwatch, anime is particularly prominent, used not only to enrich and explain, but also to challenge ‘sports normativity’, which is visible in the media discussions on Overwatch as well as in the production choices of the esports tournament organizer. This also has consequences on the norms and the values of the fans and the viewer: for instance, it affects the way masculinity is constructed in the context of competitive Overwatch.
YSO-asiasanat: elektroninen urheilu; animet
Vapaat asiasanat: esports; anime; Overwatch
Liittyvät organisaatiot
Hankkeet, joissa julkaisu on tehty
- Pelikulttuurien tutkimuksen huippuyksikkö
- Koskimaa, Raine
- Suomen Akatemia
OKM-raportointi: Kyllä
Raportointivuosi: 2020
JUFO-taso: 1