Signs of meta-change in second modernity: the growth of e-sport and the World Cyber Games BRETT HUTCHINS Monash University, Australia Abstract Media, communication and information flows now define the logic and structure of social relations, a situation that affects almost every dimension of cultural life and activity.This article analyses the transformation of the relationship between computer gaming, media and sport in the global age of ‘second modernity’.This analysis is undertaken through a critical case study of the World Cyber Games (WCG).This popular event and the ‘cyber-athletes’ that compete in it cannot be explained fully by reference to existing studies of computer and video gaming, media and sport, media events or organized sporting competition. It is not possible to think in terms of sport and the media when considering the WCG and organized competitive gaming.This is sport as media or e-sport, a term that signifies the seamless interpenetration of media content, sport and networked information and communications technologies. Key words computer games • cyber-athletes • e-sport • media • meta-change • second modernity • sociology • sport • Ulrich Beck • zombie categories 851 new media & society Copyright © 2008 SAGE Publications Los Angeles, London, New Delhi and Singapore Vol10(6): 851–869 [DOI: 10.1177/1461444808096248] ARTICLE New Media & Society 10(6) 852 The extraordinary global growth of the computer games industry and gaming activities and cultures over the past decade are representative of the speed and character of social and cultural transformation in second modernity. Ongoing sociological investigation of a super-abundant range of gaming activities is necessary if we are to understand an increasingly ‘mediatized’ (Thompson, 1995) social reality as it is becoming, as opposed to being blinded to this reality by former ways of thinking.This article focuses on the intricate interrelationship between digital gaming, sport and media. The case presented here is predicated on the fact that existing studies do not account adequately for the evolution of organized competitive gaming in digital media environments, the existence and character of this type of competition or the increasingly publicized performances of ‘cyber-athletes’. The World Cyber Games (WCG) – a popular international competitive computer gaming competition which has been running since 2000 and continues to grow in popularity each year – is a gaming, computing, media and sports event all at once; familiar in its presentation format but unfamiliar in its content. It is argued that the introduction of this event and its subsequent success, as well as other established North-American competitions such as Major League Gaming (MLG) (www.mlgpro.com; see Chaplin and Ruby, 2005) and nascent international circuits such as the Championship Gaming Series (CGS) (www.thecgs.com) are indicative of a large-scale transformation in social systems and action, or ‘meta-change’ (Beck, 2005; Beck and Lau, 2005).The WCG highlights a shift whereby the relationship between media and sport is no longer one of structural interrelation – respective industries and end-users serving the others’ needs in terms of content, audiences and profit – to material integration.Various developments highlight the interrelation of sport and media over the last 30 years, including the escalating commercialization and mediatization of the Olympics, the Football World Cup and the National Football League (Guttmann, 2002; Sugden, 2002;Whitson, 1998).The WCG represents a logical yet radical extension of this process, integrating the organizational, physical and technological basis of competition.This arrangement has been made possible by the information technology (IT) revolution and rapid expansion in the availability, capabilities and popularity of interactive digital communications technologies. An eye to the past is required for the reader to be convinced of the case presented here. In the long view of history, modern media and sport are relatively recent phenomena, with origins that extend back to only the 18th and 19th centuries. Each developed ‘simultaneously and symbiotically’ (Miller et al., 2001: 62) with the other and in conjunction with industrialization, the formation of nation-states, emerging notions of civil society and the founding of parliamentary democracies and bureaucracies (Anderson, 1991; Elias and Dunning, 1986; Guttmann, 1978; Habermas, 1989; Holt, 1989;Weber, 1970). Certainly, both media and local-based physical pastimes existed prior to this time. However, changes in the scale and capacity of transport and communications technologies, as well as the interrelated standardization and codification of pre-sport pastimes, created fundamental transformations in the structure and appearance of both. Peculiarly modern media and sport were born. If the experience of earlier stages of modernity is taken as an example, it is likely that second modernity (Beck, 2000, 2005; Beck and Lau, 2005) is producing an equivalent range of social and cultural upheavals.The cumulative effects of globalization, neo-liberalism, IT, biotechnology and nano-technology revolutions and the spread of transnational networked communications technologies are melting much of what once appeared solid (Bauman, 1998, 2001, 2002; Beck, 1999, 2005; Castells, 2000a, 2000b, 2002, 2004a, 2004b; Sennett, 2006).As demonstrated by the impressive increase in scholarly investigation of computer gaming evidenced in research monographs, edited collections and journals such as Games and Culture and Game Studies, games are playing an ever-increasing role in this process. Significant changes in areas as diverse as art (Jenkins, 2005), education (Arnseth, 2006; de Souza e Silva and Delacruz, 2006; Prensky, 2005), war and the military (van de Graaf and Nieborg, 2003), the economy (Castronova, 2003, 2005, 2006), the law (Lastowka, 2006) and now sport are enabled through communications and media systems, which constitute the symbolic and physical environment of game production, consumption and (increasingly) distribution (Kline et al., 2003).The influence of Innis (1950, 1951) and Thompson (1995, 2005) on this approach is apparent. Both of these thinkers pinpoint the centrality of media communication technologies to the organization and pattern of social interactions, as well as acknowledge the role of media in the evolution of modern societies.This perspective is applied now to the complex interface between gaming, media and sport. SPORT, SPEED AND ‘ZOMBIES’ The two most useful theories scrutinizing the social and cultural interface between the media and sport are Lawrence Wenner’s MediaSport (1998) and David Rowe’s (2004) ‘media sports cultural complex’.The strength of the mediasport concept is its accessibility, signifying a shift in cultural and historical sensibilities which has resulted in a seemingly natural relationship existing between the media and sports industries. However, its weakness is a failure to explain little beyond a generalized state of affairs due to a lack of substantive theoretical development. By contrast, Rowe (2004) supplies a more comprehensive theory that bridges historical understanding, the structuring influence of market forces and the role of cultural discourses, Hutchins: The growth of e-sport and the World Cyber Games 853 myths and symbols in the production and consumption of sport. However, neither Rowe nor Wenner discuss the relationship between computer gaming and sport, and Rowe alone manages to touch upon the impact of networked communications technologies in the sports and media industries. This article shifts the emphasis away from the aesthetics, textuality and narrativity of digital games towards their role in the social world, thereby attempting to extend the shelf-life and sociological relevance of the arguments presented about the triad of sport, media and gaming.The culture of digital games and gaming is characterized by ‘speed and acceleration’ (Dercon, 2001), which presents a significant challenge for those attempting to study them.The rapid growth of the gaming industry, the pace of development in computing processor power and memory storage capacity and the capricious tastes, fervid devotion and varying experiences of gamers mean that ‘[w]hat is published [about games] in paper today has already been debated to death online yesterday’ (Schut, 2006: 89). Instead of focusing on particular texts, the approach adopted here locates gaming, media and sport within the broader social field, using them as a window onto how social relations and forms are produced and change over time (Couldry, 2003, 2004).An outcome of this strategy is that organized competitive gaming is treated as much more than a passing fad; instead representing the emergence of a new phenomenon, e-sport. The word ‘zombie’ in the above sub-heading refers to ‘zombie categories’, a term coined by German sociologist Ulrich Beck.This is a sensitizing concept within his ambitious theoretical and empirical research project, designed to alert the researcher to dated and potentially irrelevant sociological concepts. Beck’s programme encompasses the well-known theory of world risk society, the rise of reflexive modernization and institutionalized individualization and the process of cosmopolitanization (Beck, 1992, 1999, 2000, 2002a, 2002b, 2005; Beck and Beck-Gernsheim, 2002; Beck and Lau, 2005; Beck and Willms, 2004; Beck et al., 1994). Running throughout each of these themes is Beck’s theorization of global social relations in second modernity and the desire to eliminate ‘methodological nationalism’ – a product and hangover from ‘first modernity’ – from the foundations of the social sciences, although questions have been raised about the validity of his arguments on this matter (Chernilo, 2006). Zombie categories are longstanding sociological units of perception such as family, class, democracy and the nation-state which, according to Beck, embody 19th-century horizons of experience (Beck and Willms, 2004). In a world risk society, these concepts are both ‘dead and alive’:‘Zombie categories are living dead categories, which blind the social sciences to the rapidly changing realities inside the nation-state containers and outside as New Media & Society 10(6) 854 well’ (Beck, 2002a: 24).The point of this label is to emphasize the reality of the transformations – or meta-change – occurring in contemporary social relations as a result of globalization and cosmopolitanization. Beck presents the term ‘household’ as an example of the living dead. For much of the 20th century this category referred to an institutionally normalized arrangement of a nuclear family with a male breadwinner. However, emerging developments in the structure and organization of living arrangements have rendered the use of this term problematic.‘Household’ still has currency within the sociological literature, despite the fact that it now refers to a vast and mobile set of ‘patchwork families’ (Beck and Lau, 2005) and relationships, including same-sex partners and families, mixed marriages, de facto relationships and multi-generational living arrangements. Beck argues that in this case and many others, the discipline of sociology is yet to reflect and articulate adequately the changed reality of the social world. Not immodestly, Beck is demanding the reinvention of the sociological imagination (Mills, 2000[1959]), beginning with the conceptual building blocks used to coordinate research and thinking.This study follows Beck’s example, calling for a re-evaluation of the relationship between gaming, media and sport in order that it characterizes better the reality of contemporary social life.The evidential basis for the case presented is observation, note-taking and analysis of the WCG over a 24-month period through its official website (www.worldcybergames.com), news media reports and e-sport websites, including GotFrag (www.gotfrag.com), CyberEvolution (www.cevo.com), e-Sports Australia (www.esau.com.au), Electronic Sports Television (www.esportstv.com) and Global Gaming League (www.ggl.com). These sites provide a useful means of immersion in, and engagement with, the research site (Brady, 2005;Willis, 2006), supplying a range of information, commentary and criticism, coverage and results, discussion and debate on blogs and bulletin boards and video footage of both in-game and out-ofgame action and events.They also provide a means of cross-referencing some facts and figures sourced from the WCG.The conceptual and theoretical analysis undertaken here is part of a larger study involving an on-site investigation of the WCG and interviews with competitors which, again, is concerned with the broader social field in which in-game action and competition is located. THE WCG The WCG shows similarly escalating levels of progress to the gaming industry in general. Emerging from a vibrant South Korean gaming culture, the first event was held in Seoul in 2000, attracting approximately 174 competitors from 17 countries. Each subsequent year has seen the event grow, with Hutchins: The growth of e-sport and the World Cyber Games 855 the 2007 WCG in Seattle,WA, attracting around 700 participants from 74 countries drawn from Western and Eastern Europe, North and South America, the Asia-Pacific and Oceania and the Middle East (see Table 1). The 2008 event is scheduled for Cologne, Germany. Contestants must progress through preliminary rounds in their countries in order to qualify for the WCG Grand Final. Organizers claim that more than 1 million gamers worldwide now enter the national preliminary rounds (Games Press, 2008), a figure which has some credibility, given the number of qualifying events held throughout the world and the coverage of these available through gaming websites.The Grand Final features single and team events played on personal computer (PC) and console games, complete with referees. Games cover different genres including first-person shooter (Counter-Strike), sports (FIFA Soccer), racing (Project Gotham Racing and Need for Speed), action (Virtua Fighter) and real-time strategy (StarCraft, Command and Conquer and Warcraft). Prize money for the 2006 event totalled approximately $465,000, with gold medallists in each event receiving between $20,000 and $50,000. Coverage of the event was available via the WCG ‘TV’ website (www.wcg.com/6th/tv/tv_main.asp) and selected reports appeared in media outlets internationally, including the Sydney Morning Herald, BBC News and CNN International. There is no suggestion here that an event such as the WCG means the obsolescence of what is popularly understood about the media and sport. Such a notion is ridiculous and would deny the effort and energy devoted to coverage of and participation in football, baseball, basketball and the like. New Media & Society 10(6) 856 Table 1 The World Cyber Games grand final 2000–7 YEAR 2000 2001 2002 2003 2004 2005 2006 2007 Location Seoul, Seoul, Deajeon, Seoul, San Singapore Monza, Seattle, Korea Korea Korea Korea Francisco, Italy WA United States No. of 17 37 45 55 59 67 Approx. 74 countries 70 represented WCG 174 389 456 562 642 679 Approx. 700 participants 700 Total prize 200,000 300,000 300,000 350,000 420,000 435,000 465,000 448,000 money (Approx. US$) Sources:World Cyber Games PR Committee (2005, 2006, 2007),World Cyber Games website (http://www.wcg.com) Rather, the WCG and the activities of cyber-athletes signal the advent of a qualitatively distinct phenomenon: e-sport.This term has been coined and entered into (semi-)popular usage because competitive organized gaming represents both continuity and marked discontinuity with the established relationship between broadcast media and sport.At first glance the WCG appears to reproduce the form and conduct of modern sport.Teams, nations, scores, medals and a philosophy that borrows explicitly from the Olympic movement are instantly recognizable, drawing upon deeply-rooted traditions traceable to the late 19th and early 20th centuries. Matches between players and teams are televised, complete with commentators, to an audience who watches through streaming websites. In other words, media are used to generate a televised spectacle, which is in keeping with the coverage of sport since the introduction of radio and television (Rowe, 1996). However, a closer look at the WCG reveals that something new is emanating from the structure and form of media and sport as constituted within modernity. e-Sport is born in and of media, which alters the parameters of competition in terms of how it is conducted – on-screen and in digital space – and the dynamics of the ‘game-contest’ (Elias and Dunning, 1986) which, unlike football or ice hockey, is determined by a technical interface and the programmed possibilities contained within a computer game. In their classic socio-historical study of sport and leisure, Norbert Elias and Eric Dunning (1986) identify and discuss the dynamics of competition in traditional organized physical ‘sports games’ such as football, which emerged from within the manufacturing and industrial order of the 19th and 20th centuries. Upon reading Elias and Dunning, it is quickly obvious that the polarity of rules, dynamics of interaction, the environment or ‘world’ in which competition is conducted and the variables affecting choices made by players and teams are different in a digital game such as StarCraft or Virtua Fighter.This remains the case even in a sports simulation such as FIFA Soccer, with gamers able to inhabit the bodies – or digital representations – of several players in quick succession, play the game from different angles including above the playing surface, simultaneously play and listen to ‘television’ commentators, accommodate a ‘shot-meter’ and pause all movement and action mid-game.This is sport as media, meaning that e-sport is the product of the logic of media, communication and information flows (Lash, 2002). Intense competition occurs in digitally constructed environments and matches between players and teams are indivisible from the computing networks that provide the platform for competition. The comparison between sports games and computer games can be extended in terms of the commercializing impact of the media industries on sport and television throughout the second half of the 20th century.The demise of sporting amateurism and the pervasiveness of broadcast Hutchins: The growth of e-sport and the World Cyber Games 857 technologies certainly produced major changes in the appearance and structure of increasingly mediatized (Thompson, 1995) competition in football, baseball, cricket, rugby and basketball, including time-outs, scheduling and rule changes, new uniforms and a visual panoply of sponsorship and advertising (Barnett, 1990; Boyle and Haynes, 2000; Rowe, 2004;Whannel, 1992). However, even with these developments, physical sport remains steadfastly corporeal in character, structured by an often intensely physical ‘game pattern’ (Elias and Dunning, 1986). e-Sport, by contrast, is structured by computer code and a digital interface: put simply, a game of football remains possible with or without a media platform present.The WCG and e-sport are distinct from traditional sport, bearing witness to a significant historical moment in the development of media content, sport and networked information and communications technologies (ICTs): the seamless interpenetration of previously distinct spheres.1 IDEALISTIC INTERNATIONALISM AND META-CHANGE A notable feature of the WCG is its similarity to the Olympic Games. Medal tables, national teams, opening and closing ceremonies, a cross-continental torch relay, a players’ village, a host city selection process and an extensive tiered sponsorship programme all mirror the organizational and promotional strategies used by the International Olympic Committee for the quadrennial summer and winter Olympiads.The philosophy of the WCG is of particular interest here, emphasizing harmony, respect and the creation of peace through gaming: The WCG slogan,‘Beyond the Game’, means that the WCG is not just a world game tournament, but also combines the world to create harmony and enjoyment through shared emotions. Further, the WCG slogan hopes for peace to emerge during its tournament, which fosters mutual respect amongst all participants from all over the world as we strive together to build an attractive ‘World Cultural Festival’. (World Cyber Games, 2008a) The quixotic notion of global fraternity through competition is hardly new.The six principles of Olympism are listed in the charter of the International Olympic Committee, an organization founded in 1894 (International Olympic Committee, 2004). Consultation with the full charter is recommended, but the second principle captures this document’s tenor: The goal of Olympism is to place sport at the service of harmonious development of man, with a view to promoting a peaceful society concerned with the preservation of human dignity. The company responsible for promoting and running the WCG, South Korea’s International Cyber Marketing (ICM, www.icm2k.com), has New Media & Society 10(6) 858 appropriated the tradition of Olympism to promote a new form of competition and entertainment. While the philosophical objectives of the International Olympic Committee and WCG are identical, the festival or product being promoted is different.As a televised ‘media event’ (Couldry, 2003; Dayan and Katz, 1992), the Olympics rely upon the global reach of television platforms to perpetuate its popularity and cultural resonance with viewers and sponsors.The WCG, by contrast, is conducted in and through communication technologies and networked computing.The achievement of ICM is to invent a tradition that naturalizes this difference. Cosmetically at least, the WCG is another sports festival, complete with the national flags and medals that have adorned Olympic athletes for more than a century. Matches with commentators screened on a broadband ‘TV’ channel maintain this continuity (http:// www.wcg.com/6th/tv/tv_commentators_2006.asp).An established historical framework of meaning works to ensure that those who come across the WCG for the first time can assimilate the character and worth of this event into their worldview. The philosophy and presentation of the WCG masks the significance of e-sport in the context of the meta-change characterizing second modernity. John Hoberman’s (1995) assiduously researched, but infrequently cited, ‘Towards a Theory of Olympic Internationalism’ is helpful in underlining the point here. Hoberman situates the birth of the Olympic movement at the turn of the 20th century within a rising current of ‘idealistic internationalism’ throughout the western world, comparing it with the founding of the Red Cross (1863), the Esperanto movement (1887) and Lord Baden-Powell’s Scouting movement (1908).This internationalism is indicative of a critical moment in the history of modernity, signalling an historic break and thorough-going transformation in social systems and action.An international frame of reference underpinned by mutually recognized nation-states begins to define social and political awareness and action, a point confirmed by the subsequent crises of the First and Second World Wars and the founding of the League of Nations in 1919 and the United Nations in 1945.Although not strictly the result of idealistic principles, the International Telegraph Union (1865) and the Universal Postal Union (1874) are further evidence in support of Hoberman’s case. The WCG symbolizes a similar meta-change more than a century later. Social and cultural relations are genuinely transnational in scope, with many political and economic policies and decisions no longer the sole prerogative of the nation-state.This change has resulted in the restructuring, destabilizing and/or dismantling of established political systems and modes of governance (Albrow, 1996; Bauman, 1999; Beck, 1999, 2002b, 2005).A key challenge for governments and citizens worldwide has been to develop effective responses Hutchins: The growth of e-sport and the World Cyber Games 859 to the social and economic outcomes flowing from this transformation.This is no longer just a series of nation-states existing within an international system, but is also a global society of markets, information flows and communications networks. Following Hoberman’s example, there are a number of formal public and private organizations, as well as informal coalitions, that help to ‘flesh out’ the shape and appearance of this new reality. Examples include Greenpeace (founded in 1971), the Group of Eight (G8) (1975), the Intergovernmental Panel on Climate Change (1988),Asia-Pacific Economic Cooperation (1989), the International Telecommunications Policy Forum (1994), the World Trade Organization (1995) and the World Summit on the Information Society (2003). Indeed, Beck (2005) identifies the fact that in 1909 there were about 37 supranational governmental organizations and 176 non-governmental organizations. By 1989, these numbers had risen to approximately 300 and 4624 respectively.A disparate range of organizations and forums are all attempting to respond to the uncertain consequences and systemic instability produced by meta-change; or in selected cases, trying to leverage political or economic advantage from the structural uncertainty emerging from this rupture. Taken as a whole, these groups are evidence of a collective response to emerging conflicts over the pluralizing boundaries between the nation-state and global society, as well as technology and humans, nature and society, science and culture and science and politics (Beck and Lau, 2005; Latour, 1993).The WCG signals a reorganization of the boundary between technology and social activity and the emergence of a new cultural formation, e-sport.The question of whether the WCG or many of the groups listed above, achieve either the significance or longevity of the Olympics or the Red Cross must remain open.The history of politics, social movements and major events shows a pattern of fits and starts, false promise, unexpected success and endurance. Nonetheless, the WCG and e-sport have made impressive progress in a relatively short period of time. INSTRUMENTALITY AND CYBER-ATHLETES IN A GLOBAL CONTEXT By using the template of a sports festival, ICM is using the past as windowdressing to promote the future viability of its event.The instrumentality of this approach is revealed by a tiered sponsorship programme, another successful idea borrowed from the International Olympic Committee.2 The WCG are built upon a business model which contains different categories of sponsors, the most prominent of which is an exclusive ‘Worldwide Sponsor’, Samsung Electronics, with the association between the WCG and this company extending back to 2000.This sponsorship highlights the centrality of Korean culture and business to the shape and structure of the WCG, with the strength of gaming culture in this country combining with a major New Media & Society 10(6) 860 manufacturer of digital technologies. Nonetheless, the financial foundations of the WCG continue to extend beyond Korea with Microsoft now a ‘Premier Sponsor’ and Hewlett Packard (via Procurve Networking) an ‘Official Partner’, providing major support to events in Asia, the United States and Europe. Below this are ‘Official Sponsors’ (ATI and SyncMaster) and a number of official suppliers and media partners.The successful attraction of sponsors by ICM requires a framework of meaning that is easily understood. A sponsor facing the prospect of a large investment needs to identify the potential worth of an event easily.An Olympic-style festival achieves this objective as it is an established and prestigious organizational model.The WCG is sold to investors as a cybergames festival that also serves as a ‘trade event’ for multinational ICT and gaming companies and investment capital, with a game business conference and an exhibition included in its schedule. This event then serves as a forum and market driver for the consolidation of e-sport as a unique technosocial phenomenon. The parallels between traditional sports festivals and competitive gaming are confirmed further by the public promotion of gamers as cyber-athletes. This strategy is evident in the WCG and other competitions such as Major League Gaming (www.mlgpro.com), the Championship Gaming Series (www.thecgs.com), and the decade old but recently defunct Cyberathlete Professional League (www.thecpl.com) (Chaplin and Ruby, 2005; Herz, 2002; King and Borland, 2003). Dedication to training, teamwork, aggression and the precise execution of planned tactical manœuvres are signs of top-level sporting competition. But there is little chance that the ‘athletes’ involved will jump, run or throw, let alone suffer or inflict serious physical injury.There is minimal physical activity during matches outside of the frenetic movement of hands, fingers and thumbs, although the intensity of matches does see competitors raise a sweat. The indeterminate cultural position of cyber-athletes is underpinned by the fact that no one existing category of social perception – sport, media or computer gaming – can account adequately for the totality of their activities. This inadequacy is reflected by news reports and debates over whether cyber-athletes are actually athletes.A 60 Minutes CBS News special (Kroft, 2006) about Johnathan Wendel, aka ‘Fatal1ty’ (www.fatal1ty.com), one of the leading gamers in the United States, and a major feature article (Battacharya, 2005) published in the Sydney Morning Herald on Matt Leto, aka ‘Zyos’, a college dropout from Dallas, evince an ambivalent narrative and set of responses.Wendel, a 24-year-old who lives in Kansas City, reportedly has won more than $300,000 in tournament prize money.Wendel’s success corresponds with Leto, who is an official ‘WCG Legend’ (World Cyber Games, 2008b) for his performances in Halo. Leto has an endorsement deal with Nokia, appears on MTV and is being positioned by his main sponsor, Hutchins: The growth of e-sport and the World Cyber Games 861 MLG, as a global gaming celebrity brand. In the cases of both Wendel and Leto, the journalists acknowledge that skill, dedication, prize money and endorsements make them like athletes, but they are not prepared to accord them this status definitively; neither are they completely certain whether the games in which they compete are sport in a traditional sense.This uncertainty is reflected in online responses to these stories. Respondents struggle to describe competitive gaming, comparing it to chess,‘conventional sport’, ‘energetic sports’,‘physical sports’ and situating gamers as combatants in ‘virtual field sports’,‘computer sports’ and ‘cybersports’.3 The journalists and their respondents are struggling to label both gamers and their activities accurately and in a way that will produce widespread consensus. No amount of qualification or explanation is able to generate agreement on what is actually occurring here. Cyber-athletes are liminal figures, taking part in an organized activity that is competitive but unlike traditional sport. A solution to this impasse requires a minor change of syntax, which has disproportionately far-reaching analytical ramifications. It is necessary to think in terms of sport as media (material integration) instead of traditional sport and media (structural interrelation).The term ‘e-sport’ emphasizes this change and breaks the stranglehold of modern sport as a sociological unit of perception. e-Sport acknowledges the continuities of competitive gaming with sport as an historical form and organizational model.Yet it is also distinctive, creating the space necessary to explain what is new about this activity and those who compete in it. In other words, it is a term that allows continuity in understanding, while helping to conceptualize the discontinuous features of this competitive activity. Further confirming the ‘betwixt and between’ nature of the WCG is the fact that it is both national and global in scope.The relevant section of the WCG slogan states: This ‘World Cultural Festival’, which has no language or cultural barriers, longs to embody respect for universal fundamentals based on ethical principles without having any national boundaries in play. (World Cyber Games, 2008a). As discussed previously, the ideal of international fraternity has long been promoted by the Olympic movement.The WCG utilizes this ideal, but adds an important technological layer to its expression. Gaming is conducted through networked computers, which are designed to communicate beyond national boundaries via the internet.While the WCG takes place in a single location using a Local Area Network (LAN), the games played such as Counter-Strike and Warcraft are played competitively and informally by, and between, tens of thousands of gamers situated around the globe on a daily basis. For example, a highly conservative estimate is that there are 100,000 people playing first-person shooter games online at any one time (Morris, New Media & Society 10(6) 862 2004).This level of popularity supplies a ready-made global pool of potential WCG competitors, as well as an international audience. The WCG capitalizes on the appeal of an activity that is evolving within digitally de-bounded space.This is a noteworthy example of ‘internal globalization’ (Beck, 2002a), whereby local and national experiences are inflected through globalizing processes.The experience of individuals playing games in local contexts and within national societies is structurally bound to the transnational communications networks that support game environments. Indeed, the enormous popularity of digital interactive gaming makes this experience banal. Computer gaming and the WCG symbolize the ontological inseparability of the local and global in second modernity, a point borne out also by the shared character of environmental risks, terrorist threats, the activities of global capital and markets, organized criminal activity, patterns of migration and global chains of food production and consumption (Bauman, 2002; Beck, 1999, 2002b; Beck and Willms, 2004; Castells, 2000a, 2000b, 2004a;Wimmer and Quandt, 2006). While the WCG may utilize computing networks that can functionally transcend national borders, the question of whether this translates into cultural or ‘universal’ understanding between people of different ‘races’ and ethnicities is an altogether separate issue.The Olympic movement has had negligible impact in its determination to create ‘a peaceful and better world’ (International Olympic Committee, 2004) over the past century, with the Games also serving as a forum for the expression of ideological rivalry and political hostility (Guttmann, 2002).The fact that the WCG persists with the use of national flags, teams and websites in a competitive format (i.e. there must be winners and losers) suggests that some enmity between competitors is inevitable.Additionally, the evenness of results between the national teams drawn from five continents is fertile ground for cultivation of intense rivalries.4 As with the Olympics, competition between nations and teams at the WCG makes for an entertaining spectacle, but it also ensures that cultural barriers are as likely to be reinforced as dissolved. CONCLUSION: LOOKING IN THE REAR-VIEW MIRROR The argument presented here states that e-sport is an emergent technosocial phenomenon characteristic of a meta-change in social relations globally. A possible objection to this case is the fact that theWCG, CGS and MLG are presented in the guise of traditional sports events. Moreover, a diverse range of activities is already housed under the title of sport: for example, synchronized swimming, trampolining, dance-sport.The pliability of the term ‘sport’ appears to negate the need for a new term such as e-sport.To think in these terms misreads the subject matter and ignores the distinctive and defining feature of the WCG and competitive gaming, which is something no sport Hutchins: The growth of e-sport and the World Cyber Games 863 shares: the material interpenetration of media content, sport and networked computing. Marshall McLuhan (Levinson, 1999; McLuhan and Fiore, 1967) helps to shed light on why long-established modes and categories of thinking about the social world are so resilient: When faced with a totally new situation, we tend to always attach ourselves to the objects, to the flavour of the most recent past.We look at the present through a rearview mirror.We march backwards into the future. (McLuhan and Fiore, 1967: n.p.) It is this powerful perceptual tendency that continues to breathe life into zombie categories and obscures the significance of novel phenomena such as the WCG and e-sport.The reflex of looking to the past is difficult to resist in the cognition of social life, and indeed should not be resisted if we are to learn from past experience. However, this reflex can trigger faulty sociological analysis, creating problems in the identification and understanding of emergent forms and patterns of activity. McLuhan’s observation is especially useful in second modernity, given the fact that the production, control and distribution of information and data are a fundamental source of productivity and power, and that an expanding range of human activities are intersecting with ICTs. Faced with this situation, the temptation is to conclude that little has changed, except that modes of government, education, commerce, politics and leisure are now facilitated by the internet and related technologies.This is true to a point; nonetheless, such a conclusion denies the possibility of established social and technological forms and activities combining to create something genuinely new.Although it does involve a small digression from the central subject of this article, Beck and Lau (2005) supply a useful scenario involving professional sport and gene-based doping techniques that helps to conclude my case. The use of drugs such as anabolic steroids and amphetamines to improve sporting performance has existed for almost as long as modern sport. However, the boundary between human performance and science has been strictly policed by regulations, testing procedures and punitive measures for drug users. The stripping of the gold medal from Canadian sprinter, Ben Johnson, for steroid use following his 100-metre performance at the 1988 Seoul Olympics, is probably the best-known example of this policing regime put into action. Beck and Lau (2005; see also van Hilvoorde et al., 2007) suggest that genebased doping poses a fundamental challenge to this established boundary, as it blurs the line between ‘natural’ human performance and the illegitimate use of science to enhance performance. It is simultaneously natural and synthetic. If, for example, gene-based doping were to become generally accepted in sport, it would lead to an entirely new understanding of this activity.As geneticallymodified food and stem-cell research already show, the pluralization of the New Media & Society 10(6) 864 boundaries between humans and science marks both manifest and potential transformations in the social order. It is no longer possible to think in terms of either humans or science or nature, as was the case for much of the 20th century (Beck and Lau, 2005; see also Latour, 1993, 1999).The contemporary world demands that social and institutional demarcations be reflexively negotiated. Citizens, policymakers and scholars must now think in terms of humans and science and nature if they are to apprehend the reality of institutional arrangements and social practices. TheWCG is representative of a corresponding transformation. Cyber-athletic competition cannot be thought of in terms of media or sport or computer gaming.The institutional and material boundaries separating them have imploded, leading to the creation of a new social form, e-sport. Identifying this fact is not an easy task, particularly when, as discussed earlier, popular media discourse remains overshadowed by the perceptual dominance of modern sport and the company that runs theWCG presents their festival like the Olympic Games.This conclusion also signals a pressing need to develop a sociology of media that is sharply attuned to computer games and gaming and their intricate and manifold social, economic and cultural effects.The shape and appearance of the social world are changing as a result of games and gaming, and just as existing studies have failed to account for the relationship that has arisen between sport, media content and ICTs, so much more needs to be said about the impact of computer games in any number of areas, including education, politics, law, terrorism and global chains of production and labor.5 Emphasis on the ‘external’ or ‘real’ world effects of games and gaming is required, a strategy that both complements a burgeoning range of studies concerned with the workings and logic of in-game worlds and interaction, and acknowledges that the computer games industry is likely to continue its upward trajectory of global economic growth and popularity.The question of whether new concepts such as e-sport are required to reflect this emerging reality accurately is open to debate, but it is essential that the historically continuous and discontinuous features of social forms intersecting with games are recognized and systematically analysed, if the impact and significance of games media and culture is to be properly understood. Notes 1 Another way of thinking about this process is the term ‘convergence’. However, this term has lost some of its explanatory utility due to overuse in the popular media and a related lack of specificity in its application. I have avoided using it here for this reason. 2 The Olympic Partnership Programme involves the sale of exclusive marketing rights according to product category, while the Olympic Supplier Programme is directed at athlete support and assisting Olympic activities (see http://www.olympic.org/uk/ organisation/facts/introduction/index_uk.asp). 3 Quotes from the ‘Razor’ blog, Sydney Morning Herald: http://blogs.smh.com.au/razor/ archives/computer_games/003350.html. (The website is now defunct; hardcopies of the entries are on file with the author.) Hutchins: The growth of e-sport and the World Cyber Games 865 4 The relative success of competitors from different countries is available at World Cyber Games (2007). 5 For example, Jennifer Johns (2006) has supplied an instructive example of how a ‘global production network’ approach can generate insight into the historical and economic development of the computer games industry. Johns’ study breathes empirical life into the instruction of Toby Miller (2006) to ‘follow the money, follow the labor’ in the analysis of computer gaming. Miller’s statement appeared in the opening article of the first issue of Games and Culture in 2006. References Albrow, M. (1996) The Global Age. Stanford, CA: Stanford University Press. Anderson, B. (1991) Imagined Communities. London:Verso. Arnseth, H.C. (2006) ‘Learning to Play or Playing to Learn – A Critical Account of the Models of Communication Informing Educational Research on Computer Gameplay’, Game Studies 6(1), URL (consulted February 2007): http://www.gamestudies.org/ 0601/articles/arnseth Barnett, S. (1990) Games and Sets:The Changing Face of Sport on Television. London: British Film Institute. Battacharya, S. (2005) ‘Born to be Wired’, Sydney Morning Herald, Good Weekend Magazine, 19 November, p. 41. Bauman, Z. (1998) Globalization:The Human Consequences. Cambridge: Polity Press. Bauman, Z. (1999) In Search of Politics. Cambridge: Polity Press. Bauman, Z. (2001) The Individualized Society. Cambridge: Polity Press. Bauman, Z. (2002) Society Under Siege. Cambridge: Polity Press. Beck, U. (1992) Risk Society:Towards a New Modernity. London: Sage. Beck, U. (1999) World Risk Society. Cambridge: Polity Press. Beck, U. (2000) ‘The Cosmopolitan Perspective: Sociology of the Second Age of Modernity’, British Journal of Sociology 51(1): 79–105. Beck, U. (2002a) ‘The Cosmopolitan Society and its Enemies’, Theory, Culture and Society 19(1–2): 17–44. Beck, U. (2002b) ‘The Terrorist Threat:World Risk Society Revisited’, Theory, Culture and Society 19(4): 39–55. Beck, U. (2005) Power in the Global Age. Cambridge: Polity Press. Beck, U. and E. Beck-Gernsheim (2002) Individualization: Institutionalized Individualism and its Social and Political Consequences. London: Sage. Boyle, R. and R. Haynes (2000) Power Play: Sport, Media & Popular Culture. Harlow: Pearson Education. Beck, U. and J.Willms (2004) Conversations with Ulrich Beck. Cambridge: Polity Press. Beck, U. and C. Lau (2005) ‘Second Modernity as a Research Agenda:Theoretical and Empirical Explorations in the “Meta-change” of Modern Society’, British Journal of Sociology 56(4): 525–57. Beck, U.,A. Giddens and S. Lash (1994) Reflexive Modernization: Politics,Tradition and Aesthetics in the Modern Social Order. Cambridge: Polity Press. Brady, I. (2005) ‘Poetics for a Planet: Discourse on Some Problems of Being-in-place’, in N.K. Denzin andY.S. Lincoln (eds) Handbook of Qualitative Research (3rd edn), pp. 979–1026.Thousand Oaks, CA: Sage. Castells, M. (2000a) The Rise of the Network Society. Oxford: Blackwell. Castells, M. (2000b) End of Millennium. Oxford: Blackwell. New Media & Society 10(6) 866 Castells, M. (2002) The Internet Galaxy: Reflections on the Internet, Business and Society. Oxford: Oxford University Press. Castells, M. (2004a) The Power of Identity. Oxford: Blackwell. Castells, M. (ed.) (2004b) The Network Society:A Cross-cultural Perspective. Cheltenham: Edward Elgar. Castronova, E. (2003) ‘OnVirtual Economics’, Game Studies 3(2), URL (consulted March 2005): http://www.gamestudies.org/0302/castronova/ Castronova, E. (2005) Synthetic Worlds: the Business and Culture of Online Games. Chicago, IL: University of Chicago Press. Castronova, E. (2006) ‘On the ResearchValue of Large Games: Natural Experiments in Norrath and Camelot’, Games and Culture 1(2): 163–86. Chaplin, H. and A. Ruby (2005) Smartbomb:The Quest for Art, Entertainment and Big Bucks in the Videogame Revolution. Chapel Hill, NC:Algonquin Books. Chernilo, D. (2006) ‘Social Theory’s Methodological Nationalism: Myth and Reality’, European Journal of Social Theory 9(1): 5–22. Couldry, N. (2003) Media Rituals:A Critical Approach. London: Routledge. Couldry, N. (2004) ‘Theorising Media as Practice’, Social Semiotics 14(2): 115–32. Dayan, D. and E. Katz (1992) Media Events:The Live Broadcasting of History. Cambridge, MA: Harvard University Press. de Souza e Silva,A. and G.C. Delacruz (2006) ‘Hybrid Reality Games Reframed: Potential Uses in Educational Contexts’, Games and Culture 1(3): 231–51. Dercon, C. (2001) ‘Speed-Space’, in J.Armitage (ed.) Virilio Live: Selected Interviews, pp. 69–81. London: Sage. Elias, N. and E. Dunning (1986) Quest for Excitement: Sport and Leisure in the Civilizing Process. Oxford: Blackwell. Games Press (2008) ‘World Cyber Games 2008, 3 July, URL (consulted 7 July 2008): http://www.gamesindustry.biz/articles/world-cyber-games-2008-to-be-fought -out-on-samsung-monitors Guttmann,A. (1978) From Ritual to Record:The Nature of Modern Sports. NewYork: Columbia University Press. Guttmann,A. (2002) The Olympics:A History of the Modern Games. Urbana, IL: University of Illinois Press. Habermas, J. (1989) The Structural Transformation of the Public Sphere. Cambridge: Polity Press. Herz, J. C. (2002) ‘Multi-player Online Worlds’, in L. King (ed.) Game On:The History and Culture of Videogames, pp. 86–97. London: Lawrence King Publishing. Hoberman, J. (1995) ‘Toward a Theory of Olympic Internationalism’, Journal of Sport History 22(1): 1–37. Holt, R. (1989) Sport and The British:A Modern History. Oxford: Oxford University Press. Innis, H.A. (1950) Empire and Communications. Oxford: Clarendon Press. Innis, H.A. (1951) The Bias of Communication.Toronto: University of Toronto Press. International Olympic Committee (2004) Olympic Charter. Lausanne: International Olympic Committee. Jenkins, H. (2005) ‘Games, the Lively New Art’, in J. Raessens and J. Goldstein (eds) Handbook of Computer Game Studies, pp. 175–89. Cambridge, MA: MIT Press. Johns, J. (2006) ‘Video Games Production Networks:Value Capture, Power Relations and Embeddedness’, Journal of Economic Geography 6(2): 151–80. King, B. and J. Borland (2003) Dungeons and Dreamers:The Rise of Computer Game Culture from Geek to Chic. NewYork: McGraw-Hill/Osborne. Hutchins: The growth of e-sport and the World Cyber Games 867 Kline, S., N. Dyer-Witheford and G. de Peuter (2003) Digital Play:The Interaction of Technology, Culture and Marketing. Montreal: McGill/Queen’s University Press. Kroft, S. (2006) ‘Cyber Athlete ‘Fatal1ty’’, CBS News, 60 Minutes, 22 January, URL (consulted January 2006): http://www.cbsnews.com/stories/2006/01/19/ 60minutes/main1220146.shtml Lash, S. (2002) Critique of Information. London: Sage. Lastowka, G. (2006) ‘Law and Games Studies’, Games and Culture 1(1): 25–8. Latour, B. (1993) We Have Never Been Modern. Cambridge, MA: Harvard University Press. Latour, B. (1999) Pandora’s Hope: Essays on the Reality of Science Studies. Cambridge, MA: Harvard University Press. Levinson, P. (1999) Digital McLuhan:A Guide to the Information Millennium. London: Routledge. McLuhan, M. and Q. Fiore (1967) The Medium is the Massage. Ringwood: Penguin Books. Miller,T. (2006) ‘Gaming for Beginners’, Games and Culture 1(1): 5–12. Miller,T., G. Lawrence, J. McKay and D. Rowe (2001) Globalization and Sport: Playing the World. London: Sage. Mills, C.W. (2000 [1959]) The Sociological Imagination. Oxford: Oxford University Press. Morris, S. (2004) ‘Make New Friends and Kill Them: Online Multiplayer Computer Game Culture’, in G. Goggin (ed.) Virtual Nation: the Internet in Australia, pp. 133–45. Sydney: University of New South Wales Press. Prensky, M. (2005) ‘Computer Games and Learning: Digital Game-based Learning’, in J. Raessens and J. Goldstein (eds) Handbook of Computer Game Studies, pp. 97–122. Cambridge, MA: MIT Press. Rowe, D. (1996) ‘The Global Love-match: Sport and Television’, Media, Culture and Society 18(4): 565–82. Rowe, D. (2004) Sport, Culture and the Media:The Unruly Trinity. Milton Keynes: Open University Press. Schut, K. (2006) ‘TheVideo Game Theory Reader’, Journal of Communication Inquiry 30(1): 87–9. Sennett, R. (2006) The Culture of the New Capitalism. New Haven, CT:Yale University Press. Sugden, J. (2002) ‘Network Football’, in J. Sugden and A.Tomlinson (eds) Power Play: A Critical Sociology of Sport, pp. 61–80. London: Routledge. Thompson, J.B. (1995) The Media and Modernity:A Social Theory of the Media. Cambridge: Polity Press. Thompson, J.B. (2005) ‘The NewVisibility’, Theory, Culture and Society 22(6): 31–51. van de Graaf, S. and D.B. Nieborg (2003) ‘Together We Brand:America’s Army’, in Level Up Conference Proceedings, Digital Games Research Association, University of Utrecht, URL (consulted July 2005): http://www.digra.org/dl/display_html?chidϭhttp:// www.digra.org/dl/db/05163.34543 van Hilvoorde, I., R.Vos and G. de Wert (2007) ‘Flopping, Klapping and Gene Doping: Dichotomies Between “Natural” and “Artificial” in Elite Sport’, Social Studies of Science 37(2): 173–200. Weber, M. (1970) ‘Bureaucracy’, in H.H. Gerth and C.Wright Mills (eds) From Max Weber: Essays in Sociology, pp. 196–244. London: Routledge. Wenner, L.A. (1998) ‘Playing the MediaSport Game’, in L.A.Wenner (ed.) MediaSport, pp. 3–13. London: Routledge. Whannel, G. (1992) Fields in Vision:Television Sport and Cultural Transformation. London: Routledge. New Media & Society 10(6) 868 Whitson, D. (1998) ‘Circuits of Promotion: Media, Marketing and the Globalization of Sport’, in L.A.Wenner (ed.) MediaSport, pp. 57–72. London: Routledge. Willis, K. (2006) ‘Analysing Qualitative Data’, in M.Walter (ed.) Social Research Methods, pp. 257–79. Melbourne: Oxford University Press. Wimmer, J. and T. Quandt (2006) ‘Living in the Risk Society: An Interview with Ulrich Beck’, Journalism Studies 7(2): 336–47. World Cyber Games PR Committee (2007) ‘WCG 2007 Press Kit’, URL (consulted December 2007): http://www.wcg.com/6th/fun/presscenter/presscenter_main.asp World Cyber Games (2007) ‘WCG Ranking’, URL (December 2007): http://www.wcg .com/6th/history/ranking/ranking_wcgrank.asp World Cyber Games (2008a) ‘Overview’, URL (August 2008): http://www.wcg.com/6th/ 2008/overview/general.asp World Cyber Games (2008b) ‘Hall of Fame’, URL (August 2008): http://www.wcg.com/ 6th/history/halloffame/hall_main.asp BRETT HUTCHINS is a senior lecturer in communications and media studies at Monash University. His current research investigates popular sport media content and practices in digital and online environments. His most recent publications appear in Media, Culture & Society, Television & New Media, Journalism: Theory, Practice & Criticism and Sociology of Sport. Address: School of English, Communications and Performance Studies, Faculty of Arts, Monash University, Caulfield Campus, PO Box 197, Caulfield East, Victoria 3145, Australia. [email: Brett.Hutchins@arts.monash.edu.au] Hutchins: The growth of e-sport and the World Cyber Games 869