Search engine for discovering works of Art, research articles, and books related to Art and Culture
ShareThis
Javascript must be enabled to continue!

Study of Esports in Sports Epistemology Perspective

View through CrossRef
Esports is a strong phenomenon, especially in the world of children, youth, and youth. This study aims to contribute new ideas, ideas, and perspectives in the debate on Esports discourse in the world of sports, as well as in order to raise the awareness of sports academics to study more deeply about esports from various points of view of sports science. The research method used is library research. Data collection techniques by conducting a review study of books, literature, notes, journals and reports. Judging from the three main elements in sports, physical, competition and institutional, Esports cannot be identified as a sport mainly because of the physical activity missing in Esports. Although the movements that look amazing cannot be ascribed to Esports players, they require some motor skills in playing the game including hand-eye coordination and speed of action with strategic and tactical understanding but that is still considered lacking and still far from being a sport. Besides that, there is an element of addiction and symptoms of lack of movement, if you play video games too often, it is also a consideration in determining Esports as a sport. It is necessary for the role of various stakeholders and appropriate government institutions to handle esports so that they can develop and contribute as expected
Title: Study of Esports in Sports Epistemology Perspective
Description:
Esports is a strong phenomenon, especially in the world of children, youth, and youth.
This study aims to contribute new ideas, ideas, and perspectives in the debate on Esports discourse in the world of sports, as well as in order to raise the awareness of sports academics to study more deeply about esports from various points of view of sports science.
The research method used is library research.
Data collection techniques by conducting a review study of books, literature, notes, journals and reports.
Judging from the three main elements in sports, physical, competition and institutional, Esports cannot be identified as a sport mainly because of the physical activity missing in Esports.
Although the movements that look amazing cannot be ascribed to Esports players, they require some motor skills in playing the game including hand-eye coordination and speed of action with strategic and tactical understanding but that is still considered lacking and still far from being a sport.
Besides that, there is an element of addiction and symptoms of lack of movement, if you play video games too often, it is also a consideration in determining Esports as a sport.
It is necessary for the role of various stakeholders and appropriate government institutions to handle esports so that they can develop and contribute as expected.

Related Results

Online Esports Engagement: Motivational Antecedents and Marketing Outcomes
Online Esports Engagement: Motivational Antecedents and Marketing Outcomes
Esport is becoming one of the fastest-growing sports branches and providing remarkable advertising and sponsorship opportunities for brands. This research aims to understand what m...
Esports business ecosystem and its lifecycle: a case study of Zhongxian Esports Town in China
Esports business ecosystem and its lifecycle: a case study of Zhongxian Esports Town in China
PurposeThis article aims to understand the evolution process (lifecycle) of an esports business ecosystem, with Zhongxian Esports Town in China as a case study.Design/methodology/a...
Investigating esports tourism research using artificial intelligence applications: ChatGPT versus ZekAI
Investigating esports tourism research using artificial intelligence applications: ChatGPT versus ZekAI
Developments in the digitalization process have enabled the use of many internet-based applications. The main purpose of this research is to determine the evolution, current status...
Oxford Studies in Epistemology Volume 7
Oxford Studies in Epistemology Volume 7
Abstract Oxford Studies in Epistemology is a biennial journal offering a regular snapshot of state-of-the-art work in this important field. Under the guidance of a d...
Exergaming-based Esports Intervention for Older Adults in Hong Kong: A Pilot Study (Preprint)
Exergaming-based Esports Intervention for Older Adults in Hong Kong: A Pilot Study (Preprint)
BACKGROUND Exergaming refers to video gaming with/without virtual reality that requires the use of physical activity during gameplay, and has been utilized ...
Exergaming-based Esports Intervention for Older Adults in Hong Kong: A Non-Randomized Controlled Trail Study
Exergaming-based Esports Intervention for Older Adults in Hong Kong: A Non-Randomized Controlled Trail Study
Abstract Exergaming, refers to the video gaming with/without virtual reality which required the use of physical activity during gameplay, has been utilized as an emerging t...
ANALYSIS ON OPERATION AND MANAGEMENT STRATEGY OF SMART UNIVERSITY GYMNASIUM IN CHINA
ANALYSIS ON OPERATION AND MANAGEMENT STRATEGY OF SMART UNIVERSITY GYMNASIUM IN CHINA
Introduction. With the continuous development of science and technology and the progress of society, the operation and management of smart sports venues has become an important top...
P029 Understanding sleep behaviour in esports and predictors of sleep quality
P029 Understanding sleep behaviour in esports and predictors of sleep quality
Abstract Introduction Competitive video gaming (esports) often involves cognitively demanding and irregular late-night routines ...

Back to Top