Burgeoning Growth of eCycling as an eSport

Burgeoning Growth of eCycling as an eSport

Noel Savage, Norm O'Reilly
DOI: 10.4018/978-1-7998-7300-6.ch005
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Abstract

The intriguing maneuvering and distinguished styles of traditional cycling combined with the growth of eCycling as an eSport share an intriguing array of similarities as well as new ways of looking at cycling through competitive sports environments. It is an important discussion, associated with distinguishing the pathways and opportunities available to cycling stakeholders as they experience and engage in their sport, including the virtual participation in eCycling and inclusive competitive options, ever increase and evolve. Virtual cycling is a subset of the eSports genre and offers cycling stakeholders an alternative and a complement to traditional competitive cycling. In 2019, the international federation responsible for cycling globally, the Union Cycliste Internationale (UCI), who acts as the steward and regulator for global cycling activities recognized eCycling as a legitimate discipline and authorized a recognized virtual eSports World Championships. The origins of video game eSports, marketing tactics, and health outcomes are also discussed in the chapter.
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Introduction To Cycling

In the last 25 years of the 20th century, the innovative desire and the physicality of traditional cycling stakeholders added numerous new cycling disciplines for recreational and competitive purposes that appeal to a global audience. The infrastructure of continuous product innovation and event platforms promote a cyclist’s engagement and motivation to consume products and event participation. Traditionally, road and track style bicycles, commonly referred to as a ’speed bike’, ‘race bike’, and ‘fixie’, were the standard for bicycles since the late 1800s. In the early 1970s, BMX and mountain bikes (MTBs) were in the research and development phase and then introduced to the consumer market in the late 1970s. As bicycle technology and innovative developments were realized throughout the 1980s and into the new millennium, new subcategories emerged and bicycle material technologies such as lightweight aluminum and carbon further advanced. For example, due to the popularity of triathlons and the Ironman, road bike manufacturers developed triathlon bikes that were light and aerodynamic and subcultures of road cycling created cyclo-cross (CX), time trial (TT) and gravel bikes had ride comfort and handling characteristics. The MTB category developed into niche markets such as downhill (DH) and Fat bikes that offer multiple formats of product options and associated events that require those bike specifications for optimum performance and enjoyment. The gravel riding subcategory is derived from road cycling and this discipline has become appealing to both professional and amateur cyclists looking to explore their endurance limits and sense of adventure through explorations of lightly traveled roads and gravel paths. The gravel events are known for a fun and encouraging event atmosphere and can exceed over hundreds of miles in length. Over the past decade, many bicycle models have been fitted with power assisted battery and motors. Lithium-ion batteries and wireless technology have evolved and manufactures and cyclists have found new ways to use technology to pedal further with electric assist and to use wireless technology to accurately monitor physical exertion, physiological recovery, and cycling efficiency. For instance, wattage, heart rate and distance are now easily tracked. Electronic bicycles (ebikes) have created new opportunities for all cyclists to heighten their cycling enjoyment and explore longer distance. Specifically, ebikes have been marketed towards to an inclusivity and to ‘levelling the playing field’ for people of all abilities to enjoy the sport of cycling.

Key Terms in this Chapter

Stationary Bicycle Trainer: Free standing bike frame with a resistance wheel and mounts that connect to the rear axle of a traditional bicycle and provides resistance when force is applied to the bicycle wheel.

Amateur Cyclist: A cyclist who participates in the sport of cycling for their health, social and/or other non-paid social benefits.

Virtual Cycling App: A proprietary software platform that provides a cycling simulation adopting augmented reality (AR), and virtual reality (VR) technology.

Esport Genre: Competitive video games in the categories of real-time strategy (RTS), first-person shooter (FPS), simulated professional sports (SPS) and fighting games.

Union Cycliste Internationale (UCI): The international federation who determines the competition categories, equipment regulations and rules of fair play for participants and event organizers for each competitive cycling discipline.

Bluetooth Technology: A low powered wireless transmission of data between enabled and paired devices.

Gravel Racing Event: A traditional cycling event with a range of participate categories and distances on mixed road surfaces including gravel paths, paved roads, and unmaintained roads.

Cycling Grand Tours: The Tour de France, Giro d’ Italia, and La Vuelta are 3-week road cycling events that occur in France, Italia and Spain respectively, where the competitors race daily.

Traditional Cycling: Cyclists who participant in cycling disciplines while physically moving in an outdoor space.

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