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Blending the real and virtual in games: the model of fantasy sports

Published: 26 April 2009 Publication History

Abstract

Fantasy sports provide participants with the opportunity to play the role of coach for a team of athletes they select. The better the athletes perform in their real-world competitions, the better the virtual teams they are on will perform. Leagues for fantasy sports started almost 50 years ago and have grown to the point that there are now approximately 30 million participants. Intially using paper and pencil, fantasy sports are now growing rapidly due to the ease of organizing and playing in on-line leagues. The use of computers has changed fantasy leagues from being mostly a group of friends or acquaintances in a local community to potentially being anonymous players from around the world. Newer software is countering the trend towards anonymity with the inclusion of features, such as league newspapers, that provide a greater context surrounding the fantasy leagues. The rhetoric found in descriptions and advertising for fantasy sports emphasizes competition, empowerment, and participation. Looking at the activities of current fantasy sports and the rhetoric surrounding them yields a framework based on their use of real versus virtual action and player versus external control. It is the integration of activity in a virtual game and spectatorship of a real sport that makes fantasy sports a model to explore how other entertainment combining virtual and real world activities may be constructed.

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  • (2020)Keeping People PlayingProceedings of the 31st ACM Conference on Hypertext and Social Media10.1145/3372923.3404813(47-52)Online publication date: 13-Jul-2020
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  • (2017)A Game of ResearchProceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3116595.3116605(355-366)Online publication date: 15-Oct-2017
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Published In

cover image ACM Other conferences
FDG '09: Proceedings of the 4th International Conference on Foundations of Digital Games
April 2009
386 pages
ISBN:9781605584379
DOI:10.1145/1536513
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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  • SASDG: The Society for the Advancement of the Science of Digital Games

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 26 April 2009

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Author Tags

  1. fantasy sports
  2. games
  3. on-line rhetoric
  4. spectatorship
  5. virtual communities

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FDG '09
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  • SASDG

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Overall Acceptance Rate 152 of 415 submissions, 37%

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Cited By

View all
  • (2020)Keeping People PlayingProceedings of the 31st ACM Conference on Hypertext and Social Media10.1145/3372923.3404813(47-52)Online publication date: 13-Jul-2020
  • (2018)"Genderfluid" or "Attack Helicopter"Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems10.1145/3173574.3173881(1-15)Online publication date: 21-Apr-2018
  • (2017)A Game of ResearchProceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3116595.3116605(355-366)Online publication date: 15-Oct-2017
  • (2016)Data-driven Prediction GamesProceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems10.1145/2851581.2892546(1857-1864)Online publication date: 7-May-2016
  • (2014)Data-driven web entertainmentProceedings of the 2014 ACM conference on Web science10.1145/2615569.2615649(293-294)Online publication date: 23-Jun-2014

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