eSPORTS AS A NEW PLAYGROUND

Borivoje Baltezarević, Vesna Baltezarević

DOI Number
https://doi.org/10.22190/FUPES190303005B
First page
023
Last page
030

Abstract


With the emergence of digital media, traditional sport got computer platforms as a new kind of gaming space. eSports, as a modern form of gaming, has become an inevitable part of the digital game culture. The aim of this research is to determine if there is a connection between playing eSports video games and sport knowledge, competition skills, social interaction, skill building for problem solving and pleasurable stimulation which leads to emotional well-being. The survey encompassed 256 respondents who filled out a questionnaire that provided answers to questions that enabled us to look at the attitudes of respondents who were tested in relation to the hypotheses set out in this paper. The research has shown that respondents believe that this type of game and the amateur competition has a positive impact on players and helps them advance their knowledge of sports, cognitive skills for competition and socialization, as well as helps them to feel good in the role of players.


Keywords

eSports, skills, interaction, problem solving, well-being, correlation

Full Text:

PDF

References


Baltezarević, B., & Baltezarević, R. (2018a). Uticaj video igre na identitet igrača (The impact of video games on the identity of the players). Kultura polisa, 15(36), 475-489. In Serbian

Baltezarević, R., & Baltezarević, B. (2018b). The impact of video games on the formation of eSports, Facta Universitatis Series Physical Education and Sport, 16(1), 137-147.

Baltezarević, R., Baltezarević, B., & Baltezarević, V. (2018). The video gaming industry (from play to revenue), International Review, 3-4, 71-76.

Baltezarević, V. & Baltezarević, R. (2010). Korporativno pokoravanje (Corporate submissiveness), Temida 13(3), 83-96. In Serbian

Boyan A., & Sherry, J. (2011). The challenge in creating games for education: Aligning mental models with game models. Child Development Perspectives, 5(2), 82-87.

DeVellis, R.F. (2003). Scale development: Theory and applications (2nd ed.). Thousand Oaks, California: Sage.

The World of Games (2018). eSports. From Wild West to mainstream. (pp. 1-37). The Goldman Sach Group, Inc. Retrieved January 2019 at: https://www.goldmansachs.com/insights/pages/infographics/e-sports/report.pdf

Goldstein, E. (2011). Cognitive psychology: Connecting mind, research, and everyday experience. Belmont, CA: Wadsworth, Cengage Learning.

Greenberg, B.S., Sherry, J., Lachlan, K., Lucas, K., & Holmstrom, A. (2010). Orientations to video games among gender and age groups. Simulation & Gaming, 41(2), 238-259.

Hamari, J., & Sjöblom, M. (2017). What is eSports and why do people watch it? Internet Research, 27(2).

Hamilton, W.A., Garretson, O., & Kerne, A. (2014). Streaming on twitch: Fostering participatory communities of play within live mixed media. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, ACM, April 26-May 01, 2014, Toronto, Ontario, Canada, (pp. 1315-1324). New York: ACM Press

Hemphill, D. (2005). Cybersport. Journal of the Philosophy of Sport, 32(2), 195-207.

Himmelstein, D., Liu, Y., & Shapiro, J.L. (2017). An exploration of mental skills among competitive lea¬gue of legend players. International Journal of Gaming and Computer-Mediated Simulations, 9(2), 1-21.

Ho, S., & Huang, C.-H. (2009). Exploring success factors of video game communities in hierarchical linear modeling: The perspectives of members and leaders. Computers in Human Behavior, 25 (3), 761-769.

Kiili, K. (2007). Foundation for problem-based gaming. British Journal of Educational Technology, 38(3), 394–404.

Klimmt, C., & Hartmann, T. (2008). Mediated interpersonal communication in multiplayer video games: Implications for entertainment and relationship management. In E. Konijn, M. Tanis, S. Utz, & S. Barnes (Eds.), Mediated interpersonal communication, (pp. 309-330). New York: Routledge.

Liu, E.Z.F., & Lin, C.H. (2009). Developing evaluative indicators for educational computer games. British Journal of Educational Technology, 40(1), 174-178.

Mayer, R.E., & Wittrock, R.C. (2006). Problem solving. In P.A. Alexander & P.H. Winne (Eds.), Handbook of educational psychology, (pp. 287–304). Mahwah: Erlbaum.

Newzzo (2018). The full global eSports market report. Retrieved January 22, 2018 at: https://newzoo.com/insights/trend-reports/global-esports-market-report-2018-light/

Nunnally, J.C. (1978.) Psychometric theory (2nd edn). New York: McGraw-Hill.

Nuyens, F., Kuss, D., Lopez-Fernandez, O., & Griffiths, M. (2018). The empirical analysis of non-problema¬tic video gaming and cognitive skills: A systematic review. International Journal of Mental Health and Addiction, 1-26.

Palant, J. (2009). SPSS priručnik za preživljavanje (SPSS Survival manual). In M. Olga (Ed.). Belgrade: Mikro knjiga. In Serbian

Ryan, R.M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video games: A self-determination theory approach. Motivation and Emotion, 30(4), 347-363.

Seo, Y. (2013). Electronic Sports: A new marketing landscape of the experience economy. Journal of Marketing Management, 29(13-14), 1542-1560.

Shaffer, D.W. (2006). How computer games help children learn. New York, NY: Palgrave Macmillan.

Staiano, A., & Calvert, S. (2011). Exergames for physical education courses: Physical, social, and cognitive benefits. Child Development Perspectives, 5, 93-98.

Statista (2017). Number of players of selected eSports games worldwide as of August 2017 (in millions). Retrieved on December 5, 2018 at the World Wide Web: https://www.statista.com/statistics/506923/esports-games-number-players-global/

Taylor, T.L. (2012). Raising the Stakes: E-Sports and the professionalization of computer gaming. Cambridge: MIT Press.

Triantafyllakos, G., Palaigeorgiou, G., & Tsoukalas, I.A. (2011). Designing educational software with students through collaborative design games: The We! Design & Play framework. Computers & Education, 56(1), 227-242.

Wagner, M. (2006). On the scientific relevance of eSports. In J. Arremby, V.A. Clincy, O.L., Droegehorn, S. Joan, M.G. Ashu, J.A. Ware, S. Zabir, & H.R. Arabnia (Eds), Proceedings of the 2006 International Conference on Internet Computing and Conference on Computer Game Development, (pp.437-440). Las Vegas: CSREA Press.

Weiss, T., & Schiele, S. (2013). Virtual worlds in competitive contexts: Analyzing eSports consumer needs. Electronic Markets, 23(4), 307-316.

Woo, S., Woong, J., & Young, J. (2012). The relationship between e-sports viewing motives and satisfaction: The case of League of Legends. Journal of Korea Game Society, 14(3), 35-46.




DOI: https://doi.org/10.22190/FUPES190303005B

Refbacks

  • There are currently no refbacks.


ISSN   1451-740X (Print)

ISSN   2406-0496 (Online)