E-sports in the Academic Environment
E-sports in the Academic Environment
Author(s): Štefan Zachar, Matej Kostrec
Subject(s): Education, Sports Studies, ICT Information and Communications Technologies, Sociology of Education
Published by: Masarykova univerzita nakladatelství
Keywords: E-sport; competition; computer game; COVID-19;
Summary/Abstract: This article discusses the growth and popularity of e-sports, especially during the pandemic when physical sports events were canceled or postponed. It defines e-sports from different perspectives, including the International Esports Federation, which states that it meets all the sporting criteria. The article also explores the organization of e-sports globally, with a focus on the International Esports Federation’s efforts to popularize and standardize rules. It further explains the different game genres for professional competitive e-sports, such as tactical shooters, MOBA, sport simulators, and fighting games. The growth of e-sports is demonstrated by an increase in profits and revenue in the past four years, and new sectors of the studio and gaming industries are emerging. The article then presents the SWOT analysis of e-sports in terms of economics and audience awareness. Finally, the article proposes the vision of organizing e-sports at the Police Academy in Bratislava in the form of an IT Community Club to create a student IT community.
Book: Management, Technology and Sport: Proceedings of the Second International Conference
- Page Range: 44-50
- Page Count: 7
- Publication Year: 2023
- Language: English
- Content File-PDF