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The history and development of sports
Sports influence on society
Contributions of society to sport
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Throughout human-history, sports continue to remain universal across all cultures, from 776 B.C. where the Olympics were held in Greece, to modern-day where March Madness runs rampant on college campuses in the United States. However, even after millennia, there is not a uniform definition for a sport in either the scientific or colloquial sense. Instead, there are frequent debates on what is considered a sport in bars and sociological papers. Specific to the United States, there are traditional sports that are never questioned, like basketball, football, baseball, and hockey. Other more popular activities like skateboarding are now considered a sport, but through the 1970s-1990s, it was ridiculed by those who held a traditional theory on what …show more content…
Conversely, these actors and institutions can deter a potential sport through rhetoric and discourse that creates boundaries. These boundaries are: athletic versus non-athletic, skills versus inability, and ranking system, roles, sanctioning authorities, and rules versus chaoticness. For both proponents and opponents, motivations factor into whether eGaming is a sport to them. Proponents, either gamers or fans of gamers, want respect and status given to eSports. Nevertheless, opponents, those more traditionally-minded, have conceptions of gamers as “lazy” and are committed to adverse generalizations towards video games. These generalizations have degraded video games into a less-masculine activity than traditional sports. However, within video games, masculinity plays a key role where women are often ostracized and harassed for playing. Similarly, other aspects can minimize the legitimacy of eGaming as a sport and whether or not someone views itas a sport depends on what boundaries that person enacts on their …show more content…
Rules for how games should be played also dictate success, another aspect that defines a sport. In the video game Overwatch, there are 24 playable characters with different skills and abilities. In competitive gameplay, a team is only allowed one of each character. This rule helps form a specific division of labor that is essential to winning a game. A typical way to build a team is two healers, two damage-per-second (DPS) players, and two tanks. One of the game modes in Overwatch sees one team moving a payload across the map to an endpoint, where the other team defends and tries to stop them. Similar to baseball, the teams then switch roles and the team with the most points (farthest distance moved) wins. For every win, a player gains points and can move up the ranking system, from Bronze all the way up to Grandmaster. How these points are allocated starts with ten placement matches, where based on performance, a player is placed in either Bronze, Silver, Gold, Platinum, Diamond, Master, or Grandmaster. From there, players compete against each others with similar rankings like how baseball players are put into certain leagues, A, AA, AAA, or the majors. If a player was to leave one of the matches before it is over, they are penalized ranking points and can face timed bans. Overwatch displays how eGaming is not chaotic and has the ranking systems, roles,
Coakley, J. J. (2007). Sports in society: issues & controversies (9th ed.). Boston: McGraw-Hill Higher Education.
Sports, Violence and Alcohol - Three things considered to be in line with masculinity, Along with alot of things considered to be primal instinct. In america the prevalence and Sports, Violence and Beer exceeds most others leading to the general conclusion that America’s men are overall muscle bound meatheads who enjoy nothing but their primal urges. Clearly this is false but still an assumption made by those who only know these three things. As technology advances a new element of entertainment emerges, containing violence, sports and entertainment, Its videogames. Video Games muster together Guns, Violence, Sex, Alcohol, Sports and more Violence. From this description its easy to see why this would be a male oriented activity. At the time girls were still expected to be relatively lady-like. Yet as the years pass by, girls begin to play the video games which guys have been playing for years this causes a disparity between male and female gamers in the upcoming years.
While the 1920s was the era really known for sports in America, the love of the games did not diminish going into the next ten years. Throughout the 1930s, the three mainstream sports are still the three in the common era: baseball, basketball, and football (Hatcher). Out of thos...
Girls are told to stay indoors and play with their dolls or bake, while boys are encouraged to go outdoors, get dirty, and be adventurous. Wade and Ferree also state “sports are squarely on the masculine side of the gender binary” (Wade and Ferree, 174). Hence, we are brought up with the understanding that playing and talking about sports is a boy’s thing, which further promotes the notion that sports are a very masculine thing. Furthermore, as playing sports is competitive and is a way to show excellence, young boys are considered as “real boys” and “real men” later on. However, when boys do not talk about or play sports, they are considered feminine or “not real men.” The same rule applies for young girls. If young girls are too into sports, they are considered to be “too masculine.” This is true for me too. When I was younger, I was told to not play too much outdoors and to behave “like a girl.” The stigma that only boys should be allowed to play sports and it is not a feminine thing needs to be erased for us to welcome a more gender-equal
It goes without saying that a person's gender, racial and social origins influence their participation in sports. Particular races and genders often dominate certain sports. African Americans, for example, tend to dominate football and basketball, while Caucasians tend to dominate ice hockey. The same holds true for gender as well. Football is an entirely male dominated sport, while horseback riding, gymnastics and figure skating are much more female oriented. How and why did these divisions come about? Determining the origin of gender goes beyond the scope of this paper, however one can speculate about how gender classifications and stereotypes affect one's role in the sports arena.
This journal article is entirely credible and written by two women who know what they’re talking about. This article discusses how video games form stereotypes about both genders and that they impact both gamers and non-gamers. Men are portrayed as aggressive and women are unsurprisingly portrayed as sex objects. A main issue with this is that video games are mostly played by the younger generation meaning these are the ideas being imbedded into the youth of the world. The...
Back in the 1960’s when skateboarding first became a pastime, it was not popular at all, and amongst those who did it, it was more of a dance than anything else. It wasn’t until 1975 that skateboarding started heading towards what we know it as today. The Zephyr Surf Team, based in Dogtown, began skateboarding as a substitute to surfing when the waves were choppy. They created their own style that was debuted to the public in 1975 at a competition that they won. That one competition is what changed skateboarding forever and converted it from a pastime to a sport. Stephen Holden, a film reviewer for the New York Times, uses the fact that, “the Zephyr Team gained national attention in 1975 when its members competed at the Bahne-Cadillac Skateboard Championship (Del Mar Nationals)” to show that without competition, some sports would never have made it at all. Some people might say that sports are played for the love of the activity and that games/competitions are not necessary. Most others argue that without competition it is not a true sport. However, competition is what fueled the beginning (and comeback) of skateboarding and competition is crucial to sports in three ways: promotion, notoriety, and money.
Many video games portray women as objectified beings, purely used for sex appeal and to attract the larger male gamer population. We also see men idealised in a similar way as well – the males in video games are portrayed as muscly, brawny men. However, we rarely see a scantily clad man in a game, but there is a vast abundance of games which feature women wearing ‘sexy armour’, or a noticeable lack of substantial amount of clothing. This isn’t female-friendly as these games are made for men, causing women to feel alienated and uncomfortable.
Sports have been a part of the United States’ history, dating back from the Greek to the
From this, it concludes that the media and online gaming can create and reinforce gendered behaviors. These video games affect the child's identity and their perception of others. In conclusion, the video games that contain sexual themes become more graphically portrayed. And the video games that use Damsel and Distress plots reduce women to a state of victimhood. The way female characters’ dress in the videogame reinforced gender-role stereotypes.
Whether its baseball, basketball, soccer, hockey, or tennis, sports is seen all over the world as a representation of one’s pride for their city, country, and even continent. Sports is something that is valued world-wide which has the ability to bring communities together and create different meanings, beliefs and practices between individuals. Although many people may perceive sports to have a significant meaning within our lives, it can also have the ability to separate people through gender inequalities which can also be represented negatively throughout the media. This essay will attempt to prove how gender is constructed in the sports culture while focusing on female athletes and their acceptance in today’s society.
Broadcasted competitive gaming has been around since the beginning of arcade games when people were competing for the highest score on shows like Starcade back in 1982(Bell). However, in the past couple of years the competitive gaming world has exploded in growth with more games, more tournaments, more players, and bigger cash prizes. During this most recent November there were eight major tournaments for a multitude of games including League of Legends, Call of Duty, and Counter Strike: Global Offensive and some less competitive games such as Battlefield 4, FIFA 14, and Street Fighter. With over a five million people watching these tournaments it is clearly visible that there is a passionate and large group of people that want this competitive gaming scene to expand. With all the activity going on in only a month and with smaller tournaments running all the time it is clear to see that competitive gaming or more formally called eSports has become in such a small time. However, the important question is whether or not eSports should be considered an actual sport like Football, Soccer, or Basketball. According to a ruling by the Olympic Committee, League of Legends already is, and will be taking a place in the 2016 Olympics in Rio de Janeiro with other games being considered for the 2020 Olympics. Although there are those out that would like to dispute this ruling and say that eSports don’t meet the requirements of a traditional sport. A big argument has been conceived from the committee decision, but not all the arguments being used is valid and then there are those that.
American educational philosopher John Dewey once said, “ Education is not preparation for life; education is life itself.” Education is the foundation of a permanent lifestyle. Parents should desire for their children to have educational stability to build upon. Any concerned parent should want nothing but the best for their child as they are well aware of the new forms of child entertainment. Since the late 1970’s and early 1980’s, children in the United States have become subject to a new type of entertainment: video gaming (Nickson, 2010). Video games have become a big part of the average American household. Parents have begun to wonder how video games are affecting their children’s lifestyles.
In fact, the introduction of new technological entertainment has served as a gateway for the new generation of athlete culture: video games. As a result of the growth of video games, Esports (short for ‘Electronic Sports’) is slowly being integrated into athlete culture worldwide through its spectacular foundations, overwhelming popularity, vast prize pools, and recognition by official authorities. The birth of Esports can contribute most of its discovery to its original roots from the 19th century era (Bellis). To understand the next generation of athlete culture, Esports, it is necessary for individuals to understand the beginnings of the new breed. During the 19th century era video games were often overlooked due to its funky nature, however, the introduction of new technology that allowed individuals to manipulate and control objects was appealing to some (Bellis).
Sports throughout history have shown close ties and relations to values and cultures of a society. Sports and competition have adapted and grown as the world and people have grown and developed. Sports are often seen as simple consequence of the industrial revolution. The Impact of increased urbanization, better communication and transportation, as well as more time and income for specialization, all led to the creation of sports. (szymanski). In essence As the public sphere grew so did the concept of sport. (Szymanski). Even the impact colonization had on spreading sports, shows the congruence between the development of society and development of modern sports. What make sports very unique is that they always bring about a sense of culture