eSport as an economic factor

In the field of sports entertainment, there is a fact that is quite remarkable due to: 1. an exponential growth in the number of practitioners, audiences and fans 2. a high profitability of the businesses with prospects of significant growth in the coming years. This is eSport (Electronic Sport). Th...

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Detalles Bibliográficos
Autor Principal: Vargas-Olarte, Carlos Eduardo
Formato: Artículo revisado por pares
Lenguaje:Español (Spanish)
Publicado: Universidad Libre 2020
Materias:
Acceso en línea:http://hdl.handle.net/10901/18848
Descripción
Sumario:In the field of sports entertainment, there is a fact that is quite remarkable due to: 1. an exponential growth in the number of practitioners, audiences and fans 2. a high profitability of the businesses with prospects of significant growth in the coming years. This is eSport (Electronic Sport). The curious thing is that this activity is not recognized as a sport discipline by the International Olympic Committee, due to two factors: 1. The emphasis placed on physical movement as the main attribute for it to be considered a sporting discipline. The emphasis placed on physical movement as the main attribute for it to be considered a sporting discipline. 2. The general rejection of the contents of violence, aggressiveness and destruction of some games (e-Gaming).  This article aims to measure the importance of eSport as an economic factor as a consequence of having developed a product that is sufficiently attractive to the young population, which in order to be successful, has not required the blessing of traditional hierarchies that generally, represent interests that do not always play in favors of sportsmen and women, fans and different interest groups. In the case of eSport this situation does not affect the interested parties who are willing to continue paying to enjoy their entertainment.