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digitising sporting environments:
the end of an arena!
(digital spectators)
by andy miah

Typically, ideas about the application of virtual realities have neglected to consider their affect upon the spectating of sports. In the same sense that one may consider television to have radicalised spectatorism by providing wider opportunities for people to experience events and by separating the spectator from the event (Shergold, 1979), simulation realities may be argued as presenting the same degree of radicalised spectating. Hemphill (1995) describes how VR head-cameras could be worn by spectators that would enable total immersion spectating where the spectator could (virtually) experience the performance of the athlete as if performing for him/her self. Less radically, greater interactivity between the spectator and the event would allow the spectator to direct the performance that he/she observes, choosing camera angles, zoom length, and replay. The "revisioning" (Hemphill, 1995) possibilities for VR are many, and describe circumstances that would affect the athlete's as well as the spectator's experiences of sport. For example, it is implicit within projections about VR that athletes of the future would not even need to attend events but would be able to compete from virtual booths. Walser (1991) describes a theatrical interpretation of sporting experience and considers that "cyberspace is fundamentally a theatrical medium" (p.51). On such an understanding, sports are described as events within which persons can experience their bodies and confront their embodiment. Cyberspace provides an environment where such embodiment can take place and where it cannot help but be juxtaposed to the embodiment of sports, and as having ambitions to be indistinguishable from sporting activities. Thus, virtual reality presents fresh ideas about what it means to say that one is active, mobile in space, and participating in sports and imply a reforming of what constitutes sports and bodies.

Also of significance for sports, though not requiring quite so advanced technology is the less immersing VR of video technology, which can provide a “third eye” (Duncan, Thorpe and Fitzpatrick, 1996, p.22) to the officiating of sporting events. Recognisably different from the implications of virtual reality, this technology causes concerns over whether the innovation will help or hinder the particular sport. Whilst offering a more reliable decision to be made with respect to officiating, it might be argued that using video re-plays of controversial decisions would undermine the officials or may interrupt the 'flow' of the game. Thus, it is arguable whether such negative effects of the innovation are admissible when they enable competitions where no controversial judgements are made. With such technology, no longer would the situation arise where one team felt they had lost (indeed, where history had been made) because of a bad officiating decision, since the video evidence would settle any dispute. Comparable to other ideas about using computer technology in sports is the implicated re-description of the sport experience. Such ideas describe the effects of athletes becoming isolated, coaches becoming redundant, and officials becoming undermined, all because of supposedly beneficial technologies. Needless to say, the benefit of these technologies is far from clear and must be brought under the scrutinization of sports ethicists, so that it becomes clearer whether the altering effects of these technologies is at all desirable. If it were possible to entirely simulate sporting environments, there would be no need for athletes to travel to compete, no need for a sports arena. Highly sophisticated ergometers could simply replicate the competition environments. Thus, we might envisage cyclists within a cycling booth, sitting on a real bicycle, not too different from high-tech exercise bicycles. The bicycle is not actually moving anywhere, but the input of the cyclists efforts is digitized giving a representation of how well the athlete is doing. Again, similar to current technology, this can be placed alongside similar data belonging to other athletes in the race. A similar construction can be achieved with other activities, such as sprinting, jumping, throwing, even golf (which, Stephen Van Esh, by all accounts, is as much a sport as many of the activities within the Olympics. Using a dictionary to define what constitutes a sport will not help you! Dictionaries only give common usage; they do not define things. I will save the critique for a further article. For now, let me give a more useful definition of a sport that I heard once from someone very wise. Quite simply, a sport is anything that makes the back pages of a newspaper.)

For each of these sports, the technology exists in varying capacities and promises to become far greater. For some sports, virtual reality is even being used as a training mechanism for elite competition. Perhaps the most notable example is the US Bobsled team, which utilised a simulation environment to experience the track they would face at the Nagano Winter Olympics in 1998 (Huffman & Hubbard, 1996). Where spectatorship is increasingly comprised by remote viewers, the purpose of a 'real' sporting location becomes nonsense. If it is possible to construct a realistic simulation, where competition is still taking place, then sport can offer much more to the viewer – new environments that can be constructed to varying degrees of difficulty and imagine, and also where the competition, the contest of the event is still very real.

It is significant to recognise the hypothetical nature of many of these discussions, acknowledging that, for such circumstances to transpire, virtual reality must fulfill its promises. Yet, this is not to regard the ideas as irrelevant to current sporting experience. Rather, whilst real boundaries must be crossed before anything close to some of the above ideas are realised (Walser, 1991), the circumstances that these ideas describe must be credited as logical extensions of current tendencies within technological advancements, which must be anticipated as occurring within these times. Furthermore, analyses of such technologies – sooner, rather than later - will allow a more informed knowledge of their significance and may permit a more rational decision about their use.

References

Duncan, J., Thorpe, M. and Fitzpartick, P. (1996). Sport on the Verge of the Third-Eye Era. The Guardian. London: 22.

Helsel, S. K. and J. P. Roth, Eds. (1991). Virtual Reality: Theory, practice and promise. London, Meckler.

Hemphill, D. A. (1995). “Revisioning Sport Spectatorism.” Journal of the Philosophy of Sport XXII: 48-60.

Huffman, R. K. and M. Hubbard (1996). A Motion based virtual reality training simulator for bobsled drivers. The Engineering of Sport: Proceedings of an International Conference in Sheffield. S. Haake. Netherlands, Balkema Publishing: 195-203.

Shergold, P. R. (1979). The Growth of American Spectator Sport: A Technological Perspective. In R. Cashman and M. McKernan (Eds). Sport in History Queensland, University of Queesnland.

Walser, R. (1991). Elements of a Cyberspace Playhouse. In S. K. Helsel and J. P. Roth. (Eds). Virtual Reality: Theory, Practice and Promise. London, Meckler.

Copyright © 2001 Andy Miah. All Rights Reserved.

Andy Miah is interested in sport and ethics. andymiah@hotmail.com

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