Hado: at the boundary of game and sport, of real and virtual

The intrusion of the video game universe into sport is no longer a debate. E-sport exists, whatever one may think of its status or its "nature."

However, the mixing between traditional sport, if we consider the materiality of the playing field, and the electronic universe is a field of reflection that remains intact. Part of the future of sport is there.

This hybridization could even be a relay for innovation, and therefore expansion, for sports disciplines whose rules, formats, cultures are increasingly out of step with societal changes, values, and the expectations of an audience born with new technologies, screens, and constant connection.

In addition, the pandemic that will remain the major event of this year 2020, in the sense that it also raises the question of distancing, could accelerate certain mutations.

The Hado game is recent. It is interesting in the sense that it renews “trajectory sports” like volleyball, tennis, or in a different register, badminton and table tennis (both very popular in Asia).

These sports, in which there is no direct contact with the opponent, who remains in his camp, where spatial references are less (the players look up), and in which the ball, the shuttle (and the shuttlecock) are both the matter of exchange and almost “projectiles,” like here with the energy balls.

The subject is not to predict what will be the development of Hado, but to observe what it brings, this mix of sport and game, of real and virtual. Just for that…

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