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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>R. Naidoo, Fields and Institutional Strategy: Bourdieu on the Relationship between Higher
Education, Inequality and Society. British Journal of Sociology of Education</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Relationship Between Motorsports and Sim Racing and Their Sustainability</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Ville Malinen</string-name>
          <email>ville.m.j.malinen@student.jyu.fi</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Conference on Technology and Ethics - Tethics</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Jyväskylä</institution>
          ,
          <addr-line>Seminaarinkatu 15, 40014 Jyväskylän yliopisto</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2004</year>
      </pub-date>
      <volume>25</volume>
      <fpage>0000</fpage>
      <lpage>0002</lpage>
      <abstract>
        <p>This article suggests that the rising visibility and status of sim racing may lead to new challenges owing to its increased synergy with motorsports. Risks are accelerated because of the position of sim racing between motorsports and esports, and the lack of institutional resources and sustainable, healthy ecosystem faced by sim racing. These lacks also increase the tendency for image-cleaning actions such as greenwashing. The position and status of these sports were viewed through Pierre Bourdieu's theoretical concepts, including capitals and doxa. The collaborations and status that sim racing has achieved has allegedly subjected it to more criticism for its ethical aspects, namely environmental friendliness and accessibility. Further adoption of traditional sports institutionalization to compensate the lack of a clear structure for sim racing might not be ideal. This is due to the possibility of ethical conflicts of the motorsports world emigrating to sim racing.</p>
      </abstract>
      <kwd-group>
        <kwd>Bourdieu</kwd>
        <kwd>greenwashing</kwd>
        <kwd>esports</kwd>
        <kwd>motorsports</kwd>
        <kwd>sustainability</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        This article addresses the sustainability of the relationship between motorsport and sim racing. Over
the last few years, sim racing and motorsports have increased their collaborations [
        <xref ref-type="bibr" rid="ref1 ref2">1,2</xref>
        ]. The first goal
is to investigate how these sports will cope in the future regarding their environmental friendliness,
compared to the capital and resources they must maintain to adhere to their ethical responsibilities.
Possible challenges include the changing interests of different stakeholders from sponsors to dedicated
fans, and the evolving societal and global values, including the consumption of sports and
entertainment. These issues are also related to questions about the sustainability and accessibility of sim
racing, notably the energy consumed by esports [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] and the additional equipment that is required to
compete, such as rigs, wheels, and pedals.
      </p>
      <p>-Research question 1: to what extent will sim racing be able to label itself as an ecological and
independent form of sustainable competition in the future? This is particularly relevant if motorsports
is unable to respond to growing ecological and ethical demands.</p>
      <p>
        Regarding the future of esports and motorsports, esports still needs to professionalize, popularize,
and adopt more durable business models. However, the future of sim racing seems optimistic due to its
dynamic nature and relation to on-track racing [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
      </p>
      <p>-Research question 2: could the entertainment value and acceptability favor simulated competition
over on-track racing if esports reaches a more stable ecosystem, or is there a middle ground for them?</p>
      <p>I position sim racing in this article as both a genre of racing games that embraces realism and a
category of esports that is positioned within emotorsports.</p>
      <p>2023 Copyright for this paper by its authors.
CEUR</p>
      <p>ceur-ws.org
ISSN1613-0073</p>
      <p>
        These questions are first reflected against previous research literature regarding the development,
consumption, and sustainability of esports and motorsports. After this, concepts of white-, green- and
sportswashing discussed by Skey [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] will be visited. I address gameswashing as a rising form of
ethically questionable image strategy adopted by nations and corporations that use gaming as a tool to
appear more acceptable.
      </p>
      <p>For the main analysis, sociologist Pierre Bourdieu’s concepts about the different forms of capital
and symbolic power, which evolve around his theories regarding class, are adapted to analyze both
series. As main examples Formula One (F1) and F1 Esports Series are referred throughout this paper
due to their popularity and explicit connection.</p>
      <p>
        This paper suggests the potential for two risky future scenarios to develop. The first is that sim racing
becomes increasingly co-dependent on the status of motorsports: a sport that must constantly try to
justify its existence and maintain popularity by approaching new audiences through other media than
broadcasting [
        <xref ref-type="bibr" rid="ref6 ref7">6, 7</xref>
        ]. This can be problematic regarding general acceptability and ethicality. The
COVID19 brought these series closer together validating the status of sim racing [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] due to the compensating
of sim racing broadcasts with the occasional involvement of real F1 drivers, thus raising discussion
about its position within motorsports and esports [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
      </p>
      <p>
        A second plausible development is that it might be harmful for sim racing or esports in general to
involve themselves too tightly with real-life sports organizations or adopt organizational patters from
them [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. Despite the argued need for clearer sports structure and organizing for the health of players
[
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] and the whole esports ecosystem [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], this might bear undesirable consequences. Such
consequences are present in the real-life sports world and include corruption, sportswashing, and
organizational and contractual feuds. Therefore, could these developments accelerate the risk of gaming
becoming a tool for image washing by organizations and nations?
      </p>
      <p>
        Based on the below analysis, I argue that despite the considerable exposure and popularity sim racing
gained during the pandemic restrictions, its future might not be on solid ground. There are ethical issues
regarding accessibility and ecological sustainability as well as institutional sustainability [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] on a
global level, as the esports ecosystem structure is varied and excessive involvement with traditional
sports organizations might turn out to be harmful to the future of sim racing. This ethical position is
challenging as currently sim racing seems to be positioned between motorsports and esports.
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. The long-shared road between motorsports and esports</title>
      <p>
        Motorsport and esports share a similar historical lineage regarding their development into
mainstream entertainment. Over the years, both automobiles and computer hardware have gone from
being standard everyday mass-produced products to mediatized sports entertainment, as they were
originally accessible to a narrow societal segment before they enjoyed general demand, mass
production, and monetization through entertainment [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
      </p>
      <p>The growing mediatization and similar development paths to commercialized consumption have
since overlapped motorsports and gaming. This trend has bloomed since the 1980s, when motorsports
such as F1 became globally televised, spectacular media entertainment and computer and console
technology became more accessible to consumers.</p>
      <p>
        For sim racing, the developments have been ongoing from the early 1980s onwards (starting with
arcade games) and have evolved into contemporary licensed simulation games [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. This was due to
technical developments of computer technology in terms of accessibility (price and size) and the
increased realism and entertainment value of racing games. As a byproduct, the visibility of racing
series and automotive brands increased for consumers via games. Notable simulative racing games from
the early 1980s to the mid-1990s include Pole Position (Namco 1982), Grand Prix Circuit (Accolade
1988), Indianapolis 500 (Papyrus Design Group 1989) and Sega Rally Championship (Sega 1994) on
different platforms.
      </p>
      <p>By the latter half of the 1990s, the development of sim racing games on PCs such as Grand Prix 2
(MicroProse 1996) and Gran Prix Legends (Papyrus Design Group 1998) furthered their credibility and
popularity although the racing genre ranged from easier arcade racing to demanding hyper-realistic
simulations. A similar trend eventually occurred among consoles, namely with Gran Turismo
(Polyphony Digital 1997) on Sony Playstation. The synergy between motorsports and gaming resulted
in the development of licensed content.</p>
      <p>
        Founded in 1950, F1, the “pinnacle of auto racing” is a global high-tech spectacled media
entertainment that has attracted spectator, corporation, and political interest [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. The series has enjoyed
long-term prestige as inter-textual sports entertainment and as of 2023 was held in 20 countries. In
2021, the series had a 70.3m television spectator average per race in 2021, 49.1m social media
followers, and 2.69m on-location spectators despite COVID-19 restrictions [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ].
      </p>
      <p>However, F1 has had to evolve through regulation and content production to maintain popularity
against global tastes and media usage. Over the years, it has also met political and humanitarian pressure
due to its operation of venues in countries such as South Africa during the apartheid reign and later in
nations such as Russia and Saudi-Arabia. A constant ethical and sustainability challenge it confronts is
the carbon footprint of the series and related industries.</p>
      <p>
        In 2017, F1 Esports series was launched in collaboration with its paragon and was designed as an
open qualification of gamers to find the fastest drivers for teams based on F1, culminating into a global
success story [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. Apart from licensed games, no substantial motorsports organization collaboration
was present before various esports racing series took off during the 2010s. Previous International
Automobile Federation (FIA) licensed F1 games since the 1990s were published by companies like
MicroProse, Psygnosis, and EA prior to the current Codemasters.
      </p>
      <p>Hence, besides the obvious simulated reference, the images of the series were distant. Contrary to
motorsports, esports has not had to explicitly emphasize ecological values to address sustainability as a
condition for acceptability.</p>
      <p>
        Since the 2000s, the popularity of esports has been constantly growing by significant numbers and
is expected to reach 318m regular viewers worldwide by 2025, from the 212.5m of 2020 [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. Attention
towards sim racing skyrocketed largely due to COVID-19 restrictions. For example, broadcasters
televised sim racing, where F1 Esports 2020 drew 11.4m livestream views (98 percent more than 2019),
and iRacing subscriptions increased to 160 000 by April 2020 from 110 000 in January [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ].
      </p>
      <p>
        Over the years motorsports, like F1, have included other newer media to attract fans and maintain
entertainment value [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. This has been in line with the development of media consumption habits as
internet and social media have gained leverage over press and linear broadcasting, which has caused
traditional sports organizations to adapt and develop ways to reach their audiences [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. Furthermore,
aside from the effortless simulated relationship between motorsports and gaming, the current and
potential future audiences are such that they have oriented themselves towards broader and more
versatile media usage, including videogames.
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. Differences in accessibility, carbon footprint and institutionalization</title>
      <p>
        The carbon footprint and societal space given to motorsports have been discussed and questioned
due to emissions and street circuits in city centers, which is made possible by economic and political
interests [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]. The primary negative effects of these events have been the health impacts on people and
the environment, yet there is a strong socio-cultural atmosphere embracing such activity, which adds to
the difficulty of adopting more eco-friendly general policies and consumption habits [20].
      </p>
      <p>
        During the last few decades, the general trend of media consumption has changed and
environmentally friendly discourses have mainstreamed, and so has the need to guarantee the future
popularity of motorsports. F1 responded to this challenge with an updated media strategy to seek new
future audiences via newer media, including investing in gaming, social media content and
Netflixseries after the series commercial rights were bought by Liberty Media in 2016 [
        <xref ref-type="bibr" rid="ref14 ref7">14, 7</xref>
        ]. Themes
manifesting equality, inclusion, and efforts to become emission-free through more sustainable
technologies have been introduced as core values to increase acceptability with image renovations [21].
      </p>
      <p>
        The emergence of esports was noted early on as a potential challenge to motorsports. Already in
2018, the growing realism, professionalism, entertainment value and general interest in participating
due to the accessibility of the games and prize money caused gaming to be considered as a serious
competitor to the popularity of F1 racing [22] when the F1 Esports Series was first held in 2017. It was,
however, the quarantine restrictions of COVID-19 that boosted the popularity and status of sim racing,
including F1 Esports, as traditional on-track sports events were cancelled, and series promoters and
media companies opted to broadcast simulated racing for audiences [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
      </p>
      <p>
        Just before and particularly during the COVID-19 pandemic, the interest in sim racing and its
relation to traditional motorsports drew academic attention in a range of esports–related studies. Articles
have addressed the distanced positioning of sim racing by motorsports fans [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], the neoliberal logic
surrounding F1 Esports and its possible effect on motorsports [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ], the opportunities for and the
limitations of simulated racing compared to traditional motorsports [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] and speculations about future
forms of motorized esports [23]. Subsequently the effects of popularity of sim racing compared to
motorsports during COVID-19 [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] and sim racing as an evolving sport due to the pandemic [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] have
been elaborated further as future trends.
      </p>
      <p>
        Tudor [24] has noted that despite the eventual decline of the virtual grand prix popularity during
2020, she did not object to the possibility of esports challenging traditional sports in the future, although
it did seem that the primary function of simulated racing was to maintain interest toward motor racing.
In contrast, the possibility of esports even replacing traditional sports has been addressed as a result of
COVID-19 [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
      </p>
      <p>
        Many of these articles opt towards sim racing with careful optimism and underline the changing
consumption and tastes that are built on the existing preferences of younger gaming and older
motorsports consumers and audiences. Based on these studies, evolving esports can be considered as a
future sports option due to its lighter carbon footprint and the various global crises and conflicts that
traditional sports have been riddled with. The lack of esports needing any image washing to appear
ecologically sustainable also seems to be evident. The safety of competitions that are held in a simulated
environment, on the other, can be regarded as a both positive and negative feature in terms of
attractiveness [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Accessibility is also an issue that favors sim racing over a risky (financially,
timewise, and health-wise) career in motorsport even though participating competitively requires more
costly hardware than is required of other esports. The possibility of participating in F1 racing, for
example, let alone many other motor racing categories, typically requires years of competing,
considerable financial resources, and social capital in the form of beneficial career connections to even
have a chance. Benefits also include the absence of expensive tickets and pay-per-view broadcast
packages.
      </p>
      <p>However, compared to previous literature, a new need to re-evaluate the ecological impact of esports
and its similarity to traditional sports has been addressed by Ross and Fisackerly [25], among others,
through sport ecology. These researchers have noted that like traditional sports, sportified esports, due
to climate change and use of natural resources, may be affected with regard to hosting, travelling and
data storage [25]. On the other hand, despite the need for energy to establish esports competitions and
the development of new hardware and software (servers and natural resources), the opportunity to
organize competitions remotely significantly decreases the pollution caused by travel and on-location
waste [25].</p>
      <p>In this light, sim racing appears as a much more affordable, accessible, and ecological option than
on-track motorsports, but its growing popularity and professionalization has meant that the need to gain
better and more expensive hardware has grown.</p>
      <p>One challenge faced by esports in competing with traditional sports for general popularity is its
unstable ecosystem and lacking institutionalization. I regard institutionalization in this context as the
action whereby a game community applies universal compulsory rules, promotes institutional
philosophy, and is determined to make the game grow in its scene [26]. Hence, I consider institutions
as organizations that apply these criteria to the sports (represented) to gain legitimate status.</p>
      <p>
        However, the plurality of games, the power of publishers and the varying involvement of other
institutions have hindered the institutionalization and stability of esports [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. Inter-group feuds over
game licenses and rules tend to be common in esports [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ].
      </p>
      <p>Attempts have been made to adopt structures and solutions from traditional sports. Nevertheless, the
videogame industry and professional sports are not as such applicable to the esports ecosystem and
stakeholder management [27]. Murray at al. [28] have emphasized the need for solutions and regulation
as the industry has met growing challenges due to its popularity and resulting opportunism.
SaizAlvarez et al. [29] have analyzed the reasons behind the rapid growth and monetization of esports and
raised concerns about social aspects and power dynamics between stakeholders’ actions.</p>
      <p>
        Esports league regulation and economic models seem risky and run on non-sustainable profit
maximization [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Hong [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] has underlined the declining health (financial, physical, and
psychological) of young players and addressed the lack of media and management responsibility for
this development. The legal rights of players have also been questioned as the popularity and monetizing
around esports have evolved. Using examples of traditional team sports, Ridenhour [30] has noted the
benefits of esports player unionizing and negotiations with stakeholders as a possible solution for
guaranteeing the wellbeing of players and the sustainability of industry’s ecosystem.
      </p>
      <p>Overall, the status and image of the institutionalization of the esports ecosystem has not, despite its
obvious shortcomings, met such crises that would require it to do image campaigning for sustainability.
There is still considerable variation and a need for a clearer and fairer management structure for
sustainability, which have turned out to be challenging to solve. By far, the needs and challenges
surrounding its institutionalization have underlined the need to develop original solutions. However,
issues addressed less in esports, but in world of traditional sports, have centered on ethical and green
image.</p>
    </sec>
    <sec id="sec-4">
      <title>4. Dirty laundry: green-, white-, sports- and gameswashing</title>
      <p>Neither traditional sports nor esports are free from various forms of ethically problematic image
washing. Organizations such as the International Olympic Committee (IOC), FIFA, and FIA have been
subjected to criticism for actions that have seemed to corrupt sports, such as choosing ethically
questionable hosts for sporting venues [31, 32].</p>
      <p>In this article sports are approached with the concept of global ethics, as global motorsports and
esports involve questions around environmental, economic, and human rights ethics in sports. The
concept includes broadly accepted values and norms that support interpersonal relationships and
wellbeing. It also indirectly addresses globalization, concordance, and Western hegemony over locality of
moral values and views [33].</p>
      <p>
        This article uses the white-, green-, and sportswashing definitions by Skey [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], originating from the
term whitewashing, which generally describes covering up crimes, crises, and variations of corporate
and political corruption. The aftermaths of doping or cheating scandals in sports can also be addressed
as such. Among game industry, the scandals around Activision Blizzard and Ubisoft qualify as
examples, as they attempted to downplay allegations of toxic work cultures [34]. Similarly, the political
stir around the so-called Blitzhung case underlined that esports is not a non-political setting, when
during a live tournament an esports player took a stance for the tense situation of Hong Kong [35].
      </p>
      <p>
        Greenwashing refers to false image communication and representations at corporate (and possibly
governmental) and product level that aim to make audiences believe these companies to be
environmentally friendly actors, as a means of avoiding environment-related public relations damage
[
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Consuming a particular product is made to seem eco-friendly despite production and emission
issues.
      </p>
      <p>
        Sportswashing is a popular term used to describe situations where certain regimes seek to bolster or
manage their international image and reputation via sports [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Central features of sportswashing are
attempts to build positive associations, actions at state level and collaborating supra-national sporting
organizations, and a tendency to apply the term narrowly to describe the motives of only non-Western
actors [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Sportswashing discussion has escalated during the 2000s [31, 32], but the use of sports to
project an image is not a new phenomenon. Prior to the concept of sportswashing, biased terms such as
propaganda, diplomacy, soft power, and place branding have been applied to describe the political and
economic motives behind organizing major sporting events [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
      </p>
      <p>Finally, regarding these developments, there is an increasing risk for the future of game tournaments
and esports to become such washing tools. This paper addresses the term gameswashing as a
sportswashing-like method, where agents use games and game culture as a tool for image washing with
financial, cultural, and political leverage. This phenomenon has been recently addressed for example
due to Saudi-Arabia’s investments in gaming [36].</p>
    </sec>
    <sec id="sec-5">
      <title>5. Applying Bourdieu’s concepts about capital to sports and esports</title>
      <p>The elaborated synergy, possibilities, and environmental and ethical acceptability of motorsports
and esports are mirrored against sociologist Pierre Bourdieu’s concepts around his class theory. These
concepts are rooted in 1) the distinction by capital and power different people and groups have 2) how
these might revoke the reigning societal status quo [37, 38, 39].</p>
      <p>
        Even though Bourdieu’s concepts are fundamentally inductive and subject driven, this paper opts to
apply them to institutions, which I perceive as contingent and connected agent-like entities that act in
and influence numerous fields in societies. This helps to understand the power relationships between
institutions that function similarly to classes [39] and the dynamics of accommodating institutional
influences [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. The need to apply Bourdieu’s concepts about capital to analyze video games has been
expressed by Korkeila [40].
      </p>
      <p>What makes motorsports and sim racing ideal for these concepts are the forms of capital and power
they hold. Motorsports is possible to understand as a vast phenomenon. Besides being a sport itself, it
has connections to different industries and technologies and political interests in the form of organized
sports events all the way to the role of companies and national economies. Motorsports also function in
the field of culture as entertainment and leisure that bears national symbolism and pride in the form of
success as do other international sports [41].</p>
      <p>
        Due to the highly technical and mediatized nature of the operational structure of motorsport, a sport
such as F1 is fundamentally business oriented and riddled with numerous pitfalls and conflicts of
interests just to survive in the uncertain and competitive ecosystem [42, 43]. These characteristics also
apply to sim racing and other forms of esports, as they have professionalized and sought to
institutionalize for further legitimation. Esports has vastly attracted the attention of sport organizations,
various media, sponsors, and technological industries to increase their visibility and to protect an image
of radiating youthfulness and potential [
        <xref ref-type="bibr" rid="ref1 ref7">1, 7</xref>
        ].
      </p>
      <p>Bourdieu’s societal theory of power dynamics is set around individuals generating and exchanging
capital, which he divided into three different forms, as accumulated labor in embodied or objectified
form that takes time [38]. Firstly, economic capital, which is regarded as the ultimate capital, is
primarily understood in the form of (or is immediately convertible into) wealth, money, or property
rights [38]. Secondly, cultural capital can be understood in three sub-forms: the embodied state
(disposition of the mind and body); the objectified state (concrete objects of culture such books,
instruments, pictures etc.), which implies objectified goods; and the institutionalized state, objectified
skills (qualifications and such) [38]. The third and final main form is social capital, a network of social
connections [38]. It is possible to comprehend the division of these three forms of capital in a way,
where two main categories are economical and symbolic capital, with symbolic capital being divided
into cultural and social capital [39]. In this paper symbolic capital (or power) is understood as a form,
by which other forms of capital gain their meaning, experimentality and effect [39].</p>
      <p>The significant feature of these forms of capitals is that they can be converted into other forms under
certain conditions and terms. One form of capital may provide access to power (or more valuable
capital/skills) in one field of society, but not in other, where other forms of capital are needed. Economic
capital and its logic are at the very core of this exchange and accumulation process to convert forms of
capital that give power in society. Cultural capital provides taste and status and, social capital benefits
one’s wellbeing and the ability to gain capital and access to other fields of society. This logic aims to
maximize and make use of different types of capital by converting them when necessary [38, 39].</p>
      <p>In modern societies skills are highly differentiated to different fields where certain forms of capital
are required [39]. These vast numbers of fields are regarded as parts of social reality, where people try
to enter to collect as much capital as their habitus enables them to [39]. Bourdieu summarizes habitus
as the individual and collective practices produced by history “in accordance with the schemes
engendered by history” [37].</p>
      <p>The word “doxa” can be used to describe a situation between a possible conflict and status quo in a
selected field between groups regarding their symbolic power, where certain levels of capital are
triumphed as naturalized. Doxa, the universe of the undiscussed, can be represented as a structured and
shared hierarchical order of the social world, where certain values and features are classified and
established as being the natural state, so that certain limits are drawn to separate people and things by
certain criteria. These are meant to be taken for granted but serve the interest of those who reign at the
expense of those with less power [37].</p>
      <p>The doxa can be questioned only in the form of an argument in the field of opinion (a field within
doxa), the universe of discourse, as competing discourses challenge the reigning unquestioned doxa.
This state in which the structure of social world is called into question is called heterodoxy. As the
discussion enters the field of the undiscussed, the social order of doxa must confront this crisis. Crisis
is necessary for the questioning of doxa but is not enough to produce a critical discourse. In this
situation, the dominant classes aim to push the boundaries of doxa to such a degree that the status quo
does not change too much and aim for a substitute state of doxa with orthodoxy. This is designed to
make doxa, or an updated version of it, the orthodoxy, seem better than heterodoxy, which is considered
as a heretic alternative by the dominant classes. Hence, this narrows down possibilities and reworks the
lines of norms between right and wrong opinions especially if the critical discussion/argument cannot
be pushed back to the field of doxa [37, 39].</p>
    </sec>
    <sec id="sec-6">
      <title>6. The reformed universes of motorsports and sim racing</title>
      <p>Based on Bourdieu’s concepts and the relationship between motorsports and sim racing there has
been a two-way renegotiation that has been accelerated by the emphasis on environmentally friendly
values and the consequences of the lockdown during the COVID-19 pandemic. The first renegotiation
involves the (media) credibility and popularity of sim racing in the doxa of motorsports and the second
the position of sim racing within the doxa of esports. These are also affected by the forms of capital and
power these sports have regarding their capacity for image washing and maintaining (ethical)
sustainability.</p>
      <p>
        Though motorsports and esports share certain characteristics regarding their technical development
and access to consumption [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ], well-established media relationship and entertainment value [
        <xref ref-type="bibr" rid="ref14 ref6">6, 14</xref>
        ]
and transnationality, the natural states of motorsports and esports differ largely in social and cultural
capital.
      </p>
      <p>The doxa of motorsports could be described embracing physical on-track vehicle competition,
institutionalization, dependency on the latest technical innovations, and tradition. Motorsports has a
long history and legacy associated with excitement, speed, elitism, pollution, and glamor: a spectacle
about the limitations of man and machine. Motorsports is a universe of danger, innovations, and various
skills, which makes it ideal media content.</p>
      <p>Despite financial capital being a fundamental force throughout motorsports, finance cannot
guarantee success or survival in this ecosystem. Motorsports requires field-crossing cultural capital
(qualifications, status, heritage), social capital (sponsors and contracts, politics, fans), but overall, a
combination of resources and a mind set to survive transformations [42]. It is an introverted and rigid
competitive ecosystem with high stakes.</p>
      <p>The doxa of esports is by nature simulated and computerized, accessible, and globally participatory
entertainment, yet highly competitive. It depends on the undisputed technical power position of
publishers despite the essential positions of players and grassroot activity. It has a shorter and more
niche heritage and status than traditional sports. Esports has recently expanded towards non-internet
media, but it is a competitive, media-friendly sports that is dynamic, scattered and less regulated than
motorsports.</p>
      <p>Scholtz [44] specified three rules that the esports ecosystem relies upon: coopetition; co-destiny; and
convergence. Regarding value creation Scholtz noted the five different strategic business model
orientations working together and competing: established, ‘traditional’ esports organizations;
innovation seeking entrepreneurs; synergy-oriented media businesses; audience seeking sports
organizations; and growth–motivated investors [44]. Stakeholders involved in esports can be divided to
primary stakeholders (publishers, technology and infrastructure providers, teams etc.) and secondary
stakeholders (general audience, media, sponsors etc.) who by their actions establish the characteristics
of the esports ecosystem [44]. The ecosystem logic of esports is thus centralized and collaborative yet
dispersed and conflictive.</p>
      <p>This article does not specifically address the role between different stakeholders within the
ecosystem of esports or traditional sports between organizers, broadcasters, sponsors, manufacturers,
publishers, fans, and spectators among others. The focus is on redefining the field (or doxa) of both
motorsports and sim racing, as the pressures to add green values and pandemic lockdowns pushed to
compensate the lack of traditional media sports with esports content. This proved to be vital for
ontrack racing, and it drew attention to and gave credibility to sim racing and esports. However, these
developments may have consequences that pose new challenges rather than provide mutual benefit,
such as imbalances of power and capital in fields and the responsibilities surrounding collaborations
(particularly for sim racing balancing between these two fields). Naidoo [45] noted that in a context
where universities navigate along competing societal agendas (exclusivity versus inclusivity) the
desired status of academic fields is contingent as institutions begin to function according to their
interests.</p>
    </sec>
    <sec id="sec-7">
      <title>6.1 Assessing the position of sim racing</title>
      <p>
        When viewed through the framework of Bourdieu, it can be said that the effects of COVID-19 shook
the doxa of motorsports, as sim racing questioned the status of motorsports and how sim racing fit
within or alongside it. On the other hand, the popularity was also visible within the field of esports [46].
Although the fans of motorsports and gaming have overlapping features, the history of motorsports and
sim racing are still somewhat unbalanced due to the issues related to the limitations of simulations
compared to risks and affection for exclusive on-track racing with its historical heritage and global
media presence [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Along with the general image and socio-demographic taste differences of groups,
another aspect that can be regarded as a limiting factor to its popularity is the argument about the
physicality of esports [47].
      </p>
      <p>However, the occasional involvement of current racing drivers in esports, especially when
participating in certain sim racing competitions during lockdowns, compensated the lack of broadcasted
races and media content, which helped to reform the general status of sim racing in the field of
motorsports. Instead of being positioned as merely simulated product or a plain continuation of real
racing in general, this media boost generated new audiences and gave sim racing foothold alongside
different motorsport series. This development was backed up by the continuous successful transition of
sim racers competing against racing drivers, which can be traced back at least to the launch of Gran
Turismo Academy in 2008, which sought to turn gamers into professional racecar drivers [48].</p>
      <p>Sim racing (and esports) are currently more closely assimilated to motorsports canon, enabling new
orthodoxia, but this development is still progressing globally at different pace. Simultaneously, sim
racing still remains more in the fringes of esports, as its popularity seems to have stabilized since the
COVID-19 restrictions, but the simulated realism and relationship with real-life sporting organizations
still makes it stand-out from the more virtual esports [49].</p>
      <p>An aspect worth consideration is related to the position of sim racing within motorsports and esports,
especially its varying and even lacking level of structural institutionalization. Motorsports such as F1
are decades-ago established sports and a form of media friendly entertainment that is associated with
commercial, technical, political, and cultural interests and surrounded by numerous stakeholders who
have invested their wealth, time, and health in it—be they fans, drivers, manufacturers, sponsors,
representatives or even politicians.</p>
      <p>Compared to other esports, the field of sim racing is composed of multiple games that vary by
platform and difficulty. The more accessible and less challenging games tend to be the most popular,
which is not in line with the desired realism and skillful competitions. Contracts may also backfire, as
in the case of the terminated collaboration between FIA and Gran Turismo [50]. Official series may
also opt for different games, underlining that the licensed contracts between publishers and federations
are contingent.</p>
      <p>
        Still, the idea of esports structure and institutions mimicking sports organizations or accommodating
their structural logic might not be beneficial [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. This is relevant due to the synergy between on-track
teams and licenses granted by the FIA. As the esports and gaming world are not free from negative
features and scandals, close association with real-life sports organizations increases the level of new
possible confrontations and contradictions. For example, the terms by FIFA and IOC have resulted in
their competitions becoming something that nations with a budget to spend and a need for an image
wash will tend to host.
      </p>
      <p>Fundamentally, the tendency toward image crises and washing varies between esports and
traditional sports, but so do the resources for tackling them. Despite popularity and monetization,
esports is still lacking in stable global institutionalization. By far their biggest scandals have centered
on the most powerful stakeholders the—publishers.</p>
    </sec>
    <sec id="sec-8">
      <title>6.2 Racing with a virtually green washing machine</title>
      <p>Sim racing is a game genre within esports, that has its authenticity and whole existence derived from
motorsports and the automotive industry. Making these two environmentally consuming sporting
economies sustainable regarding the resources required, the mass production involved, the desired
maximized performance, and the overall emissions produced, an eco-friendly image is a challenge.
Added to this is the equipment needed to compete or even play sim racing games with competitive
results. Seats, rigs, steering wheels and pedals with accessories and other gear mean that more
equipment must be bought and manufactured for the market compared to other esports. These demand
financial resources and space that not everyone interested in sim racing possesses. Therefore, despite
the minor emissions compared to traditional motorsports, the sense of excess and unavailability echoes.</p>
      <p>Despite some similarities regarding stakeholders and their interests, the possibility of sim racing,
with its connections to esports, to truly challenge traditional motorsport in the future is met by many
conflicts of interest that would require the development of drastic ecological and economical global
political policies and shifts in the attitudes of its global fan base.</p>
      <p>However, it should be noted that the balancing between heterodoxy and orthodoxy, caused by the
popularity of sim racing, is not completely off the table due to the popularity of gaming and the
contingent economic, social, and political pressures of motorsports to evolve and survive to maintain
its status in the future as a media sport. The varying global degree of institutionalization in sim racing
and in esports overall make it natural for both parties to collaborate for their mutual benefit: for
motorsports to seek new audiences and sim racing to adapt stronger sports structure and legitimation.
There are some looming challenges and possible detrimental outcomes for sim racing regarding
environmental and institutional sustainability compared to its image.</p>
      <p>This takes us to the forms of capital and eligibility of the presence of sim racing that are played in
both fields: motorsports and esports. Even though it can be stated that sim racing functions as a mediator
between the two, the capital of traditional racing series and sim racing series are not identical, nor are
they fully convertible despite the economic, cultural, and social capital both motorsports and esports
enjoy. As for sim racing alone, it is still a part of gaming and is becoming increasingly more involved
in the motorsports world that it imitates. Sim racing could be deemed as too unrealistic and ineffective
in motorsport and too realistic and difficult to adopt by the gaming masses despite efforts to promote
its greenness and accessibility.</p>
      <p>.</p>
    </sec>
    <sec id="sec-9">
      <title>7. Conclusions</title>
      <p>When mirrored against Baudrillard’s concepts, it seems that traditional sports with its longer heritage
has more forms of capital for image washing if needed to adapt and negotiate than esports ecosystem,
let alone sim racing. If sim racing opts to further its alignment with traditional motorsports
organizations, it might find itself in a position, caused by traditional sports organization or themselves,
where it must resort to image washing. Thus, it might not have the means to do this successfully, which
could mean that sim racing must further adjust to the discourse of the sport it simulates. It is possible,
that from an ethical perspective the sustainability and accessibility of esports and sim racing will be
tested, as will the tendency toward image washing.</p>
      <p>In summary, the barter of capitals between institutions embraces economic capital. Thus, it could be
stated that these institutional stakeholders act similarly to individuals who aim to gather capital to
sustain certain habitus to succeed in different societal fields. So far, the cultural capital in sim racing is
quite valid in both esports and motorsport but relies heavily on the status of motorsports.</p>
      <p>Regarding capital and symbolic power, it seems that F1 and motorsports still have the upper hand
compared to the leverage sim racing or whole esports have in the field of mediatized motorsports. The
symbolic acceptance granted by F1 to sim racing when launching F1 Esports series has now evolved
and bloomed and is regarded as a growing part of the whole F1 media franchise but the dependence of
gaming on “the real” thing seems increasingly evident.</p>
      <p>This development can be reviewed from the perspective of Bourdieu’s concepts set around his class
theory when applied more broadly to the current situation between sim racing and motorsports in terms
of accessibility. Sim racing is cheaper, eco-friendlier, and easier to access than traditional motorsports,
which requires larger amounts of capitals and long-term commitment. However, sim racing is a less
environmentally friendly option, when compared to other esports. Its position between motorsports and
esports can be challenging considering the lack of clear institutional and structural grounds of esports
globally. The adoption of sports federation guidelines and structures with contractual obligations may
also increase the risks related to integrity, image, and finance. Fundamentally, an institutions’ logic to
achieve certain habitus is similar to that of individuals.</p>
      <p>Should the cultural and social capital of esports increase, it may favor sim racing in motorsports,
especially if these forms of capital begin to overlap with those of motorsports. In the end, both esports
and motorsports must come to terms with one another’s cons instead of just the potential pros of sim
racing.</p>
      <p>Regarding future research, it is worth considering how relative the pressure to accept certain sporting
events or actions of sports organizations is to esports, considering the sportswashing and corruption
scandals. These sorts of developments might be possible for the future of the esports scene if it adds
collaboration with traditional sports organizations and/or adapts similar stakeholder business logic. It
would be beneficial to analyze the development of stakeholder power dynamics within and between the
field of esports and traditional sports.</p>
    </sec>
    <sec id="sec-10">
      <title>8. Acknowledgements</title>
      <p>The idea for this paper was partly conceived during three Nordic esports workshops held in 2021
and 2022 in Denmark, Sweden, and Finland. The writer wishes to thank the organizers and
commentators. Writing this article was made possible with a grant from the Foundation for Economic
Education (Liikesivistysrahasto), Finland.</p>
    </sec>
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