2020
DOI: 10.1080/19406940.2020.1801796
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Inclusion of electronic sports in the Olympic Games for the right (or wrong) reasons

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Cited by 16 publications
(24 citation statements)
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“… It Features graphic, color, fantasy and adventure attractions ( Barr & Copeland-Stewart, 2021 ). It depends on meditation and concentration, as electronic games require total focus, as well as science fiction ( Pack & Hedlund, 2020 ). It depends on simulating heroes, as it relies on a hero who moves and changes his behavior according to the situations ( Montag & Elhai, 2020 ).…”
Section: Introductionmentioning
confidence: 99%
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“… It Features graphic, color, fantasy and adventure attractions ( Barr & Copeland-Stewart, 2021 ). It depends on meditation and concentration, as electronic games require total focus, as well as science fiction ( Pack & Hedlund, 2020 ). It depends on simulating heroes, as it relies on a hero who moves and changes his behavior according to the situations ( Montag & Elhai, 2020 ).…”
Section: Introductionmentioning
confidence: 99%
“…It depends on meditation and concentration, as electronic games require total focus, as well as science fiction ( Pack & Hedlund, 2020 ).…”
Section: Introductionmentioning
confidence: 99%
“…Despite the negative image and skepticism (Borggrefe, 2018;Pack & Hedlund, 2020;Parry, 2019;Willimczik, 2019a, b), this study's findings show that esport is a new platform with strong socializing potential for long-established enthusiasts, but also for children and adolescents who see themselves struggling in the conventional sporting world. Although the world of esport has its own values, norms, and behaviors, which beginners are facing, there are no entry barriers for playing and engaging in esport regarding age, gender, sexuality, origin, healthiness, etc.…”
Section: Potential Beneficial Traitsmentioning
confidence: 61%
“…Although there are esport associations, based on the model of traditional sport associations, their impact is limited. Other than in traditional sports, where associations function as rule makers, organizer of competitions, and major stakeholder for the sport (Thiel et al, 2013), esport associations are unable to do so, not least because they rely on the collaboration with the publishers, developers and tournament organizers (Pack & Hedlund, 2020). This underlines that esport does not rely on the existing sportive structures but has already created its own ecosystem, where conventional clubs and associations struggle to fit in if they do not manage to adapt (Breuer, 2012) & Theeboom, 2002;Schmidt et al, 2018).…”
Section: Theoretical Implicationsmentioning
confidence: 99%
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