2021
DOI: 10.1007/s12662-021-00784-w
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The societal impact of electronic sport: a scoping review

Abstract: Competitive computer gaming, known as electronic sport or esport, is growing and professionalizing profoundly during the past years with experts struggling to allocate it in society. This scoping review explores existing evidence and identifies potential societal impact of esport by applying the Mapping Elite Sports Societal Impact Model. Main findings included insights on the motivation of passive and active esport consumption, beneficial socializing, pedagogical or educational aspects, hegemonial clinical pi… Show more

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Cited by 16 publications
(21 citation statements)
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References 124 publications
(174 reference statements)
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“…An analysis of recent publications shows that the features and possibilities of cybersports as a cultural, economic, educational and sports phenomenon are of interest to many modern domestic and foreign scientists. Thus, cybersports as a modern cultural and social phenomenon is described by Riatti and Thiel (2021) According to the periodization proposed by Briskin et al (2021, p. 13), it is expedient to divide the process of cybersports development into three stages: 1) 1972-1988 (1972 -the first mention in information sources of organized video game competitions; competitions were organized exclusively by game developers with the aim of advertising their own products, the sports result was determined by means of objective metric calculations; there was no mechanism for making a profit in monetary terms); 2) 1988-2011 (the appearance of games that support the Internet connection; organization of competitions for sponsorship and with the help of distance technologies; emergence of professional structures specializing in holding competitions; the latter acquire entertainment and coverage through popular internet platforms); 3) from 2011 to the present (thanks to the appearance 2011 of the Twitch TV video streaming platform, a mechanism is being created for the sale of online tickets and licensed products, ad monetization processes are improving, which entails a rapid increase in sponsorship funding, prize funds, and athletes' salaries professional players, active development and improvement of cybersports education, development of special software).…”
Section: Materials and Methods Of The Researchmentioning
confidence: 99%
See 1 more Smart Citation
“…An analysis of recent publications shows that the features and possibilities of cybersports as a cultural, economic, educational and sports phenomenon are of interest to many modern domestic and foreign scientists. Thus, cybersports as a modern cultural and social phenomenon is described by Riatti and Thiel (2021) According to the periodization proposed by Briskin et al (2021, p. 13), it is expedient to divide the process of cybersports development into three stages: 1) 1972-1988 (1972 -the first mention in information sources of organized video game competitions; competitions were organized exclusively by game developers with the aim of advertising their own products, the sports result was determined by means of objective metric calculations; there was no mechanism for making a profit in monetary terms); 2) 1988-2011 (the appearance of games that support the Internet connection; organization of competitions for sponsorship and with the help of distance technologies; emergence of professional structures specializing in holding competitions; the latter acquire entertainment and coverage through popular internet platforms); 3) from 2011 to the present (thanks to the appearance 2011 of the Twitch TV video streaming platform, a mechanism is being created for the sale of online tickets and licensed products, ad monetization processes are improving, which entails a rapid increase in sponsorship funding, prize funds, and athletes' salaries professional players, active development and improvement of cybersports education, development of special software).…”
Section: Materials and Methods Of The Researchmentioning
confidence: 99%
“…At present, it is digitalization that is the main driver of changes in society and, therefore, in sports, Riatti and Thiel (2021) argue. The Ukrainian society is gradually joining the global trend in the development of sports and cybersports, which has already received global recognition in the world.…”
Section: наталіяmentioning
confidence: 99%
“…More focus and engagement should be directed toward the responsibilities of different stakeholders in helping ensure eSports players' mental and physical health and to ensure a safe environment for players that pursue a professional career (Hong, 2022 ). At the same time, research is also needed to gain insights into the potential positive role and impact of esports in society, including beneficial socializing, pedagogical or educational aspects (Riatti and Thiel, 2021 ).…”
Section: The Value Of Fair Playmentioning
confidence: 99%
“…Corporeality is a central topic in many discussions about electronic sport (esport), so competitive video and computer gaming. The term esport includes all forms of competitive computer and video gaming where at least two parties try to outperform each other based on strategic, tactical, mental, and physical, mainly fine motor prowess (Hemphill, 2005;Jenny et al, 2017;Riatti and Thiel, 2021). The role of corporeality is often referred to in the so-called 'can-esport-be-sport' debate considering a presumable lack of physicality while playing esport, compared to traditional sports (Borggrefe, 2018;Ekdahl, 2021a;Parry, 2019;Riatti and Thiel, 2021;Thiel and John, 2020).…”
Section: Introductionmentioning
confidence: 99%