![]() Globally, Esports have been increasingly recognized as a competitive sport activity in various contexts, as evidenced by establishment of Esports Europe (including 23 national Esports organizations). 20 On the other hand, Esports were included among the competitions that took place in the 2019 Southeast Asian Games, shaping it into a history-making event. ![]() 19 Likewise, Esports will not be included in the upcoming 19th Asian Games in Hangzhou, China. While it will not have specific Esports events as part of the Games, it does aim to promote Esports within the spirit and shared values of the Olympics, with a focus on promoting gaming that simulates sports movement and improves the health and well-being of gamers or competitors at all levels. The International Olympics Committee has taken a stance on what sorts of competitive games it will consider to be acceptable in the Olympic Games. 12, 15, 16, 17, 18 In competitive sports, however, the recognition of Esports as a contested event remains unclear. In health promotion, interactive exercise video games, known as exergaming, combine exercise with game play and have been widely studied, with evidence of health benefits and increased levels of physical activity. 3, 13, 14 These issues have an impact on mainstream sports and sporting communities in general. ![]() Those that are (e.g., action-based games), however, have been at the center of scholarly debates with respect to the true athletic nature of sports, cultural values, and the moral ethics of Esports play. Not all video games related to Esports are competitive by design (e.g., exergaming 12). 7, 8, 9, 10 The latest statistics on global Esports showed more than USD1 billion in market revenue in 2019, with a predicted market growth reaching USD1.79 billion by 2022. 2, 6 Thanks to the advances in digital media and online game-streaming or cloud gaming technologies, there has been a rapid increase, on a global scale, in the popularity of Esports worldwide, 6 evidenced by the exponential growth in participation, media coverage, viewership, sponsorship, and commercialization. ![]() 2 Esports have been around for more than 20 years 1 and continue to thrive economically as a highly profitable gaming industry. 2, 3, 4 Many digital video games associated with Esports are played through various platforms (e.g., computers, consoles, mobile, streaming, or virtual reality) 5 and involve either simulating competitive sports (motion-based) or combative (action-based) activities. Electronic sports (Esports), viewed as competitive and organized video gaming, 1 are becoming accepted as a form of sports. ![]()
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