BM’ing, Throwing, Bug Exploiting, and Other Forms of (Un)Sportsmanlike Behavior in CS:GO Esports

  title={BM’ing, Throwing, Bug Exploiting, and Other Forms of (Un)Sportsmanlike Behavior in CS:GO Esports},
  author={Sidney V. Irwin and Anjum Naweed},
  journal={Games and Culture},
  pages={411 - 433}
Operational rules and “hacking” detection is implemented across online professional competitive gaming contexts in effort to thwart manipulation and encourage fair play. Violation of “unwritten” rules and implicit local norms, however, are harder to track. Using boundary-work theory, this article demonstrates how different perspectives of unsportsmanlike behavior are defended and disputed by spectators within the esports mode of Counter Strike: Global Offensive (CS:GO). Triangulating data drawn… 

Figures from this paper

The mind games have already started: An in-depth examination of trash talking in Counter-Strike: Global Offensive esports using practice theory

Trash talking is a contentious and prevalent practice in traditional sports but few studies have examined its practice in esports ‐ a computer-mediated form of sports competition in videogaming. This

Ethical judgments of esports spectators regarding cheating in competition

Esports contests at the highest levels frequently involve millions of dollars in prize money and spectatorship numbers in six or seven figures. Given these opportunities for financial success and

A Community-based Investigation of Competitive Cheating

By documenting the social forces that shape and support cheating, scholars will be better informed when surveying the phenomenon in the future.

Flag and Flaggability in Automated Moderation: The Case of Reporting Toxic Behavior in an Online Game Community

A qualitative study of flagging practices in League of Legends found stark differences between how flag is designed to identify toxicity, and flaggability, or how players use and appropriate flag.

Intersections in Simulation and Gaming: Disruption and Balance: Third Australasian Simulation Congress, ASC 2019, Gold Coast, Australia, September 2–5, 2019, Proceedings

Much of the literature on the concept of simulation as a “safe container” is focused on creating safety for participants. However, recent research is starting to bring to light the vulnerabilities

Toxic Behaviors in Team-Based Competitive Gaming: The Case of League of Legends

A holistic, detailed account of toxic behavior in a team-based competitive gaming context is provided, the role of player perspective is highlighted in explaining toxic behavior, and existing scholarly discussions on toxicity and moderation are extended.

You can’t drive my car - a method to fingerprint individual driving styles in a sim-racing setting

This work proposes and evaluates a generic workflow to identify personal driving style by transforming raw racing data (including measurements extracted from the simulation software and connected simulator hardware) into a comparable representation (fingerprint).

Escaping into a Simulated Environment: A Preliminary Investigation into How MMORPGs Are Used to Cope with Real Life Stressors

The mechanisms underlying Internet Gaming Disorder (IGD) are complex, and in order to gain a better understanding of the pathways to IGD a broader investigation of the social context and life

Doping in e-sports. An empirical exploration and search for sociological interpretations

  • M. Jasny
  • Education
    Acta Universitatis Lodziensis. Folia Sociologica
  • 2020
Electronic sports is a new phenomenon in scientific research. Many issues within it have not been systematically analyzed. The use of artificial substances to improve human physical abilities is most



eSports in EVE Online: Skullduggery, fair play and acceptability in an unbounded competition

The way in which the ‘unbounded’ attitude of the developers of EVE Online towards acceptable forms of play has been transposed into its eSport iteration is argued to be problematic and a misreading of the effect of transgressive acts on the success and enjoyment of the emerging eSport is misread.

A systematic classification of cheating in online games

A taxonomy of online game cheating is defined with respect to the underlying vulnerability, consequence, consequence and the cheating principal, which provides a systematic introduction to the characteristics of cheats in online games and how they can arise.

Friends With Benefits: Plausible Optimism and the Practice of Teabagging in Video Games

Recent scholarship in gaming studies has challenged the field to investigate and critique the hard core gaming audience (stereotypically seen as straight, White, cis-gendered male gamers) in a way

Beyond solitary play in computer games: The social practices of eSports

This article adopts the theory of social practices as a critical lens for understanding computer game consumption as multiple ‘nexuses of doings and sayings’, which represent the elements of and are

Virtual(ly) Athletes: Where eSports Fit Within the Definition of “Sport”

ABSTRACT Electronic sports, cybersports, gaming, competitive computer gaming, and virtual sports are all synonyms for the term eSports. Regardless of the term used, eSports is now becoming more

On the argument that enhancement is “cheating”

  • M. Schermer
  • Education, Philosophy
    Journal of Medical Ethics
  • 2008
An analysis of the intuitions behind the enhancement-is-cheating argument shows that if sports and education are understood as “practices”, with their own internal goods and standards of excellence, some potential problems of enhancement can be articulated.

Press Enter or Escape to Play - Deconstructing Escapism in Multiplayer Gaming

It is concluded that escapism is problematic for use in surveys, interviews, and other research techniques because of the existence of multiple interpretations and connotations.

From behind the Walls: Boundary Work by News Organizations in Their Coverage of Princess Diana's Death

The untimely death of Diana, Princess of Wales, on 31 August 1997 gave journalists from mainstream news organizations a prime opportunity to publicly distance themselves from the freelance

Watch me playing, i am a professional: a first study on video game live streaming

A first characterization of a new Web community is proposed, and it is shown that the number of viewers of a streaming session evolves in a predictable way, that audience peaks of a game are explainable and that a Condorcet method can be used to sensibly rank the streamers by popularity.

What is eSports and why do people watch it?

The results indicate that escapism, acquiring knowledge about the games being played, novelty and eSports athlete aggressiveness were found to positively predict eSport spectating frequency.