E-Urheilun Ja Autourheilun Välinen Suhde Ja Tulevaisuus F1:Ssä

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E-Urheilun Ja Autourheilun Välinen Suhde Ja Tulevaisuus F1:Ssä EJBO Electronic Journal of Business Ethics and Organization Studies Vol. 24, No. 2 (2019) Radalta Laajakaistalle? E-urheilun ja autourheilun välinen suhde ja tulevaisuus F1:ssä official autosports among esports Ville Malinen Johdanto offers possibilities to different parties, but the success of a Tässä artikkelissa pohdin ranskalais- Abstract simulated racing series needs both filosofi Jean Baudrillardin näkemyksiä hyödyntämällä simulaation, F1-sarjan ja In my article I address the growing enough popularity and sufficient, interaction between esports and sen pohjalta vuonna 2017 perustetun F1- high quality gaming simulations. e-urheilukilpapelisarjan välisiä suhteita. autosports and the possible changes Argumentoin sen puolesta, että tule- to follow regarding the power Keywords: F1, esports, simulation, vaisuudessa kaikista simuloiduista kilpa- relationship of these sports. Due to hyperreality, Jean Baudrillard, ajosarjoista F1:n oman e-urheilusarjan the pressures to change, that the media. on kansallisen autourheiluliitto FIA:n automotive industry and -sports lisenssin, matalan kynnyksen osallis- have faced, I speculate, that in the tumisen, ekologisuutensa, lähetyskel- poisuutensa sekä kovan tasonsa vuoksi future competitive gaming with its mahdollista nousta tulevaisuudessa popularity as a media-friendly sport lähemmäksi oikean elämän F1-sarjan could rise up to the popularity level suosiota tai ainakin täydentää esikuvansa of for example F1 series. This would julkisuusarvoa. Simulaatiopelaamisessa have to do with the byproducts on selkeitä etuja F1-sarjaan nähden: of esports, such as the synergy se on esimerkiksi ympäristöystäväl- lisempää, turvallisempaa, sen aloittamis- between states, constructors and een tarvitaan huomattavasti vähemmän teams. These would alongside resursseja, eivätkä sitä ainakaan to- have larger cultural, economic istaiseksi vaivaa ristiriidat, jotka liittyvät and technical consequences and kisojen järjestämiseen poliittisista ja/ even effects on fan and gaming tai eettisistä jännitteistä kärsivissä val- culture. As my theoretical frame are tioissa. Toisaalta simulaatioon liittyvä jäljittelyn periaate, pelikoodin rajoitteet, the thoughts of Jean Baudrillard e-urheilun urheilustatuksen kiistan- about simulation, simulacra and alaisuus erityisesti siihen vaadittavien hyperreality, that deal with miming, fyysisten kriteerien vuoksi, mahdollinen experiencing and replacing of oikean elämän urheilutoiminnan ongel- reality. With the investments of makohtien periminen (kuten korruptio competitive gaming, carmakers, ja ympäristöongelmat) sekä viihteen ja pelikokemuksen näkökulmasta F1:tä game and equipment makers, fans ympäröivien riskinottojen ja hengenvaar- as well as sports and institutions allisuuden läsnäolon puute ovat eräitä into virtual gaming, there is a vasta-argumentteja F1-e-urheilusarjan possibility to make it as one of menestymiselle. the “real” motorsports due to its Tutkimustehtävänäni on analysoida ja low costs, entertainment value kuvailla laajempia e-urheilu- ja autour- heilukulttuurin välisen suhteen muutok- and especially eco-friendliness. F1 sia sekä tulevaisuuden kehitystrendejä. esports however has its problems Ydinkysymykseni koskee sitä, että voiko when compared to real life auto kasvava e-urheilun suosio luoda vakavasti sports such as the limitations of otettavaa painetta perinteisille urheilula- the source code, the chances to jeille niiden aseman ja medianäkyvyyden simulate unpredictable competition haastamiseksi – arvioin samalla sitä, että voiko lajiyhteistyön avulla tämä asetelma incidents and the lack of affective jopa parantaa e-urheilulajin esikuvana feel that has to do with the risk of olevan lajin, tässä tapauksessa F1:n, omaa real physical injury or even death. medianäkyvyyttä ja suosiota uusien ylei- However, the growing interest of söjen toivossa. Vastauksia näihin kysy- 51 http://ejbo.jyu.fi/ EJBO Electronic Journal of Business Ethics and Organization Studies Vol. 24, No. 2 (2019) myksiin haen peli- ja simulaatiotutkimusta sekä (auto)urheilua pärille rakennetun GT Academyn muodossa (ks. gran-turismo. koskevan akateemisen kirjallisuuden ohella erilaisista lajiuuti- com). Eri nimillä tunnetun akatemian tarkoituksena on ollut soinneista. Tutkimustyypiltään teoreettisen ja pohdiskelevan antaa mahdollisuus kenelle tahansa ajosimulaatioita pelaaval- artikkelini teoreettisen viitekehyksen, tutkimuslähteiden sekä le mahdollisuus osallistua oikean elämän autourheilukisoihin. sinänsä suhteellisen tutkimusaineiston vuoksi tutkimusot- Mahdollisuus tarjotaan pelaajien välisenä porrastettuna kil- teeni on lähempänä kvalitatiivista, aihepiirin kokonaisvaltaista pasarjana, joka huipentuu parhaimman pelaajan saamaan am- hahmottamista korostavaa analyysia. Tutkimusasetelmani on mattikuljettajan statukseen ja osallistumiseen viralliseen kan- lähellä kuvailevaa tutkimusta, jossa tärkeä rooli on aihepiiriin sainvälisen autoliitto FIA:n lisensoimaan kilpasarjaan Nissanin liittyvien tutkimusartikkelien johtopäätösten vertailussa sekä kalustolla. Tällä hetkellä Gran Turismo Sport -turnauksia uutisista poimituissa havainnoissa. järjestetään maa- ja valmistajakohtaisesti huipentuen MM-tur- Aiemman peli- ja simulaatiotutkimuksen sovittaminen tähän naukseen parhaiden pelaajien kesken. Akatemia on ollut yh- kysymyksenasetteluun e-urheilun ja perinteisten urheilulajien teistyön laajuuden, ammattimaisuuden ja teknistaloudellisten kehityksestä on paikoin suuntaa-antavaa ilman varta vasten kytkentöjensä vuoksi ainutlaatuinen muoto organisoida paitsi kerättyä laajempaa empiiristä ja kvantitatiivista tutkimusaineis- ajopeliturnauksia myös jalostaa pelaajista kilpa-ajajia. Eri turna- toa sekä rajallisen, aiemman e-urheilun ja autourheilun välisen uksista järjestetään säännöllisesti striimattuja lähetyksiä sarjaa suhteen tutkimisen vuoksi. Myös lähtökohdiltaan peli- ja urhei- seuraaville. lukulttuurin välillä on päällekkäisyyksistään huolimatta eroja GT Academyn konseptin hengessä simulaatiopelaajien ajo- esimerkiksi näiden historian ja ammattilaisstatuksen määrit- kykyjä on spekuloitu ja testattu vuosien saatossa muillakin kei- telyn kohdalla. Lisäksi teoreettisena taustanani oleva simulaa- noin (ks. tv.com). Esimerkiksi vuonna 2013 autoilusarja Top tioteoria tutkimuksineen on käsitekohtaisesti liikkuva ja moni- Gearin nimikkolehden toimitus testasi kuinka hyvin silloinen tulkintainen johtuen tiedekuntakohtaisista eroista sen suhteen, iRacing simulaatiopelin maailmanmestari, suomalainen Gre- mikä simulaation funktioksi ja viittauskohteeksi ymmärretään ger Huttu, pärjäisi todellisella kilpakalustolla (ks. Read 2013). esimerkiksi matemaattisilla tai yhteiskuntatieteellisillä aloilla. Ensikertalaiseksi varsin kilpailukykyisesti ajanut Huttu joutui Tämän vuoksi päädyin juuri Baudrillardin (1994 & 2002), kuitenkin lopettamaan ajamisen ammattiajajalle riittämättö- mutta myös Kuivakarin (2018), tulkintojen avulla havainnol- män fyysisen kuntonsa ja rasituksen tuoman pahoinvoinnin listamaan simulaatioon liittyvää monikäyttöisyyttä sekä sovel- seurauksena. Myös muita GT Academyn kaltaisia kilpailuja tuvuutta e-urheilun ja autourheilun välisen suhteen muutosten on järjestetty 2010-luvulla eri autourheilusarjoista, esimerkiksi ymmärtämisessä. Tarkoituksenani on tällä artikkelilla kasvattaa vuonna 2017 F1-talli McLarenin toimesta (ks. mclaren.com). ymmärrystä siitä kokonaiskuvasta, mitä muutoksia ja mahdolli- Suomessakin ajetaan esimerkiksi tätä nykyä Autourheilun Kan- suuksia simuloitu e-urheilu on tuonut ja voi tuoda perinteisten sallisen Keskusliitto ry:n (AKK-Motorsport) alaista e-urheilun mediaurheilulajien suuntaan. Toivon työni herättävän uusia SM-sarjaa (ks. Vauhdin Maailma 4/2017). tutkimuksia simuloidun e-urheilun ja perinteisten medianä- Vuonna 2017 virtuaalinen autourheilu nousi uudelle tasolle, kyvyyttä nauttivien urheilulajien välisestä suhteesta etenkin kun Formula 1 -sarja lähti mukaan e-urheilu toimintaan lan- autourheiluun liittyen. Jatkotutkimukset voisivat koskea esi- seeraamalla Formula One eSports -sarjan, jota on tähän men- merkiksi fanisuhteiden analysointia, lajeihin liittyviä taloudelli- nessä ajettu kaksi kautta (ks. f1esports.com). F1:ssä tapahtu- sia intressejä ja synergiaa sekä lähetystoiminnan muutoksia. neen omistusoikeuskaupan myötä uusi lajin lähetysoikeuksien Artikkelin ensimmäisessä kappaleessa käyn läpi simulaatio- omistaja Liberty Media halusi lähentää e-urheilusarjan kautta kilpailujen läpimurtoa urheilumaailmaan auto- ja peliteolli- F1:n ja fanien suhdetta ja näin lisätä F1:n medianäkyvyyttä ja suuden myötävaikutuksella sekä kilpa- ja simulaatiopeliajajan suosiota (ks. Sky News 2016). Kaudella 2019 F1:n e-urheilu- välistä hämärtynyttä rajaa. Toisessa kappaleessa taustoitan sarjassa ovat mukana kaikki kymmenen F1-sarjan tallia viral- e-urheilun asettumista urheilun maailmaan ja siihen liittyvää lisina e-urheilutalleinaan. Kaudella 2018 kolme suomalaista keskustelua eri tutkimusartikkeleja hyödyntämällä. Kolman- kuljettajaa Joni Törmälä, Olli Pahkala ja Tino Naukkarinen nessa luvussa käsittelen lyhyesti e-urheilun suhdetta oikean valittiin kilpailemaan eri tallien kuljettajina. Heistä Naukkari- elämän urheilulajien ja -tapahtumien ympäristöongelmiin ja nen oli sarjan ensimmäinen ”draft” (ks. MTV SPORT 2018). poliittisiin epäkohtiin. Neljännessä luvussa pohdin syvemmin GT Academyn tavoin kilpailut striimataan, mutta osakilpailuja e-urheilun piirteitä simuloituna pelikenttänä. Viidennessä itsessään on harvemmin eivätkä kuljettajat saa virallista oikean luvussa analysoin ja
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