E-sports: Definition and social implications
The development of video games can be traced back to the 80s of the last century. The final phase of the gaming industry’s development brought with it another phenomenon — e-sport. “Electronic sport” presupposes playing video games in a competitive setting, wi...
Saved in:
Main Authors: | , |
---|---|
Format: | Article |
Language: | English |
Published: |
University of Novi Sad, Faculty of Sport and Physical Education
2019-12-01
|
Series: | Exercise and Quality of Life |
Subjects: | |
Online Access: | https://www.eqoljournal.com/article/33 |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
_version_ | 1841560664237146112 |
---|---|
author | Marko Marelić Dino Vukušić |
author_facet | Marko Marelić Dino Vukušić |
author_sort | Marko Marelić |
collection | DOAJ |
description | The development of video games can be traced back to the 80s of the last century. The final phase of the gaming industry’s development brought with it another phenomenon — e-sport. “Electronic sport” presupposes playing video games in a competitive setting, with emphasis on increased “institutionalization” of gaming activity through the organization of e-sports teams and official international competitions. In order to define esports, it’s important to note that not every activity of playing video games can be described as e-sport, but every e-sport is essentially playing video games. The interest for the phenomenon of electronic sport has increased over the past several years in all social sciences, including sociology. This paper aims to present several dimensions of the “electronic sport” phenomenon, review the existing research in this field, compare various aspects of e-sports and “traditional” sports, and discuss the formation of new subcultural group gathered around video games. The key task of this paper is to examine the distance between e-sports and “traditional” sport and frame the socio-economic scale of the phenomenon. |
format | Article |
id | doaj-art-dbab1b75867f4629b2aebcd54f276e96 |
institution | Kabale University |
issn | 1821-3480 2406-1379 |
language | English |
publishDate | 2019-12-01 |
publisher | University of Novi Sad, Faculty of Sport and Physical Education |
record_format | Article |
series | Exercise and Quality of Life |
spelling | doaj-art-dbab1b75867f4629b2aebcd54f276e962025-01-03T21:01:01ZengUniversity of Novi Sad, Faculty of Sport and Physical EducationExercise and Quality of Life1821-34802406-13792019-12-0111210.31382/eqol.191206E-sports: Definition and social implicationsMarko Marelić0Dino Vukušić1University of Zagreb, School of Medicine, Zagreb, CroatiaInstitute of Social Sciences “Ivo Pilar”, Zagreb, CroatiaThe development of video games can be traced back to the 80s of the last century. The final phase of the gaming industry’s development brought with it another phenomenon — e-sport. “Electronic sport” presupposes playing video games in a competitive setting, with emphasis on increased “institutionalization” of gaming activity through the organization of e-sports teams and official international competitions. In order to define esports, it’s important to note that not every activity of playing video games can be described as e-sport, but every e-sport is essentially playing video games. The interest for the phenomenon of electronic sport has increased over the past several years in all social sciences, including sociology. This paper aims to present several dimensions of the “electronic sport” phenomenon, review the existing research in this field, compare various aspects of e-sports and “traditional” sports, and discuss the formation of new subcultural group gathered around video games. The key task of this paper is to examine the distance between e-sports and “traditional” sport and frame the socio-economic scale of the phenomenon.https://www.eqoljournal.com/article/33e-sportsgamingrisks |
spellingShingle | Marko Marelić Dino Vukušić E-sports: Definition and social implications Exercise and Quality of Life e-sports gaming risks |
title | E-sports: Definition and social implications |
title_full | E-sports: Definition and social implications |
title_fullStr | E-sports: Definition and social implications |
title_full_unstemmed | E-sports: Definition and social implications |
title_short | E-sports: Definition and social implications |
title_sort | e sports definition and social implications |
topic | e-sports gaming risks |
url | https://www.eqoljournal.com/article/33 |
work_keys_str_mv | AT markomarelic esportsdefinitionandsocialimplications AT dinovukusic esportsdefinitionandsocialimplications |