UNDERSTANDING FAIR PLAY IN VIRTUAL AND SIMULATED SPORTS COMPETITION: A CASE STUDY ON “VIRTUAL TOUR DE FRANCE”

Author(s): BI, X., HUANG, L., ZHANG, S., Institution: BEIJING SPORT UNIVERSITY, Country: CHINA, Abstract-ID: 2487

INTRODUCTION
Sport is an institutionalized social practice in which participants performed and competed following established rules, with fair play being a key element[1] [2]. Digital technologies, such as mixed reality and online interactive platforms, have updated the form of sports, allowing professionals and amateurs to involved in virtual simulation competitions in different spaces simultaneously. This creates a new participatory culture where users/participants produce contents on the Internet while engaging in[3]. Thus, it is time to discuss the serious issue of fair play when a lot virtual and simulated events appear. Based on Sigmund Lolands moral system of fair play in sports[4], this study focus on 2 Research Questions: (1) What are the topics related to fair play in virtual and simulated sports? (2) What are the new negotiation mechanisms for fair play in virtual and simulated sports?

METHODS
Using digital ethnography method, this study choose cycling in the "Olympic Virtual Series" as a case to analyze, and crawled contents from the IOC official website, official mixed reality cycling platform Zwift(App and its forum), Youtube and other social media websites. The final sample includes 1653 texts and 130 videos (over 87 hours).

RESULTS
The results show that based on the sport specific goals(usually about winning), the structural goal (the way to win) and intentional goals (including self-challenge and sense of belonging etc.) , two topics related to fair play emerged, which are right sport and good sport. They are two sides of the same coin when it comes to fair play, involving following/breaking rules and gaining values in sport. Digital technology and virtual simulated platforms have added new social attributes to the competition, allowing users/participants to establish connections with others and form a culture of participation and sharing, thereby negotiating the rules of fair play in the process. This process have affected stakeholders positioning on the issues of fair play. Institutional power, technological agents, competitors and spectators have formed different goals, and the boundaries of the rules are determined during negotiation to maximize interests of all parties.

DISCUSSION
While technology has brought new possibilities to sports, it has also brought new problems, such as digital doping, sticky tiles, and data hacking, etc. Due to sufficient institutionalization, broad public following and reliable virtually-mediated physical interaction of virtual and simulated sports[5], the current review is important. More researches are needed to update systematic knowledge in the field of fair play[2].

REFERENCE
1 Molina et al., 2014
2 Serrano-Durá et al., 2020
3 Boni, 2017
4 Loland, 2013
5 Westmattelmann et al., 2021