Abstract

In sport sociology several studies and theoretical research examine the body and emerging technologies, whereas discussions on exercise and virtual bodies (Avatars) are limited. In line with the accelerated developments in computer graphics and especially advanced computer interfaces, this study seeks to explain how the sport exercises of avatars could be a significant theme in sport sociological analysis. We are looking for explanations and an understanding of the novel forms of (sport) embodiment which could unavoidably arise in the case of avatar exercises through very complicated, and in many ways, paradoxical interactions and interpenetrations between the physical body and the virtual body. This theoretical study, based on interdisciplinary literature and research data, adds to the formulation of a more coherent theoretical model, which could be useful to future researchers.

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