The Social Context of the Benefits Achieved in eSport
- Institution: University of Silesia in Katowice
- Year of publication: 2019
- Source: Show
- Pages: 160-169
- DOI Address: https://doi.org/10.15804/tner.2019.55.1.13
- PDF: tner/201901/tner5513.pdf
The article presents a meta-analysis of the social context of benefits achieved by people in a new, yet not well-researched activity in electronic sports. The presented historical background of eSport and the dilemmas of the highly polarised scientific community, in which there are as many supporters as opponents of the recognition of eSport as a sport, have become a basis for describing this phenomenon in the context of the theory of use and gratification. Thus, based on the few eSport studies carried out, the human benefits related to cognitive and social development, identity development and participation in entertainment were determined.
REFERENCES:
- Adamus T. (2012). Playing Computer Games as Electronic Sport: In Search of a Theoretical Framework for a New Research Field. In: Fromme J., Unger A. (eds) Computer Games and New Media Cultures. Springer, Dordrecht.
- Blumler, J.G., Katz, E. (1974). The Uses of Mass Communication. Newbury Park, CA: Sage.
- Council of Europe (2001). Council of EuropeRecommendation No. R (92) 13 REV of the committee of ministers to member states on the revised European sports charter.
- Funk D.C., Pizzo A.D., Baker B.J. (2018). eSport management: Embracing eSport education and research opportunities. Sport Management Review, 21(1), pp. 7–13.
- Garcia-Villar J., (2018). eSports: Profile of Participants, Complementarity with Sports and its Perception as Sport. Evidence From Sports Video Games, Working Papers 1059, Barcelona Graduate School of Economics.
- Griffiths, M.D. (2018). Esports should not be confused with video gaming when reporting cyberbullying. Asian Journal of Psychiatry, Available online 30.10.2018.
- Hallmann, K., Giel, T. (2018). eSports – Competitive sports or recreational activity? Sport Management Review, 21(1), pp. 14–20.
- Hamari, J., Sjöblom, M. (2017). What is eSports and why do people watch it? Internet Research, 27(2), pp.211–232.
- Heere, B. (2018). Embracing the sportification of society: Defining e-sports through a polymorphic view on sport. Sport Management Review. 21(1), pp. 21–24.
- Hutchins, B. (2008). Signs of meta-change in second modernity: the growth of e-sport and the World Cyber Games. New Media & Society, 10(6), pp. 851–869.
- Jenny, S.E., Manning, R.D., Keiper, M.C., Olrich, T.W. (2017). Virtual(ly) Athletes: Where eSports Fit Within the Definition of “Sport”, Quest, 69(1), pp.1–18.
- Knežević-Florić, O., Ninković, S. (2013). The Contribution of Sport to Prosocial Behavior in Youth. The New Educational Review, 31, pp. 175–184
- Kraus, B. (2016).Upbringing and Socialization in the Contemporary Family. The New Educational Review, 46, pp. 40–49.
- Kozachuk, J., Foroughi, C.K., Freeman, G. (2016). Exploring electronic sports: An interdisciplinary approach in: Proceedings of the Human Factors and Ergonomics Society 2016 Annual Meeting, pp. 2118–2122.
- Martončik, M. (2015). e-Sports: Playing just for fun or playing to satisfy life goals? Computers in Human Behavior, 48, pp. 208–211.
- Macey, J., Hamari, J. (2018). Investigating relationships between video gaming, spectating esports, and gambling. Computers in Human Behavior, 80, pp. 344–353.
- Macey, J., Hamari, J. (2018). eSports, skins and loot boxes: Participants, practices and problematic behaviour associated with emergent forms of gambling. New Media & Society, First Published July 16, 2018, https://doi.org/10.1177/1461444818786216.
- McQuail, D. (2005). McQuail’s Mass Communication Theory, 5th edition, Sage Publication of London, Thousand Oaks and New Delhi.
- Roj, K., Planinšec, J., Schmidt, M. (2016) Effect of swimming Activities on the Development of swimming skills in student with Physical Disability – Case study. The New Educational Review, 46, pp. 221–230.
- Rosengren, K. (1974). Uses and gratifications: A paradigm outlined. In J.G. Blumler & E. Katz (Eds.), The uses of mass communications: Current perspectives on gratifications research, Beverly Hills, CA: Sage, pp. 269–286.
- Rubin, A. (1994). Media uses and effects: A uses-and-gratifications perspective. In J. Bryant & D. ZiIImann (Eds.), Media effects: Advances in theory and research Hillsdale, NJ: Lawrence Erlbaum Associates, Inc.
- Rubin, A. (2002). The uses-and-gratifications perspective of media effects. In J. Bryant & D. Zillmann (Eds.), Media effects: Advances in theory and research, Hillsdale, NJ: Lawrence Erlbaum Associates, Inc.
- Seo, Y. (2016). Professionalized consumption and identity transformations in the field of eSports. Journal of Business Research, 69(1), pp. 264–272.
- Szumski, O., Chmielarz, W.S. (2017). Determinants of the Use of Computer Games in the Teaching Process. Annales Universitatis Mariae Curie-Skłodowska. Sectio H. Oeconomia, 51(3), pp. 136–146.
- Tiedemann, C. (2004). Sport (and culture of physical motion) for historians, an approach to precise the central term(s), international CESH-Congress, Crotone, Italy.
- Vanegas, J.C., Ochoa, G.V., Gutierrez, J.C. (2017). Scientometric Analysis of Research on eSports from 2007 to 2017. Contemporary Engineering Sciences, 11(70), pp.3463–3471.
- Wagner, M.G. (2006). On the Scientific Relevance of eSports, International Conference on Internet Computing, CSREA Press, 437–442.
- WCG, Available at: http://www.wcg.com/us/#history, 28.10.2018.
- Weiss, T., Schiele, S. (2013).Virtual worlds in competitive contexts: Analyzing eSports consumer needs, Electron Markets, 23(4), pp. 307–316.
- Welch, T. (2002). The History of the CPL. Cyberathlete Professional League, 2002, Available at: http://www.thecpl.com/league/?p=history, 28.10.2018.
- Xu, H. (2012). The Retrospective Analysis of China E-sports Club. IERI Procedia, 2, pp. 690–695.
identity eSport cognitive benefits social benefits entertainment escapism