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
id ir-10901-18848
recordtype dspace
institution Universidad Libre de Colombia
collection DSpace
language Español (Spanish)
topic eSport
deporte electrónico
era digital
cibercultura
Deporte 4.0
modelos de Deporte
corporalidad lúdica
movimiento humano
movimiento lúdico
gamer
spellingShingle eSport
deporte electrónico
era digital
cibercultura
Deporte 4.0
modelos de Deporte
corporalidad lúdica
movimiento humano
movimiento lúdico
gamer
Vargas-Olarte, Carlos Eduardo
eSport as an economic factor
description 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.
format Artículo revisado por pares
author Vargas-Olarte, Carlos Eduardo
author_facet Vargas-Olarte, Carlos Eduardo
author_sort Vargas-Olarte, Carlos Eduardo
title eSport as an economic factor
title_short eSport as an economic factor
title_full eSport as an economic factor
title_fullStr eSport as an economic factor
title_full_unstemmed eSport as an economic factor
title_sort esport as an economic factor
publisher Universidad Libre
publishDate 2020
url http://hdl.handle.net/10901/18848
_version_ 1697734977202946048
spelling ir-10901-188482021-04-13T15:38:48Z eSport as an economic factor eSport como factor económico eSport como fator econômico Vargas-Olarte, Carlos Eduardo eSport deporte electrónico era digital cibercultura Deporte 4.0 modelos de Deporte corporalidad lúdica movimiento humano movimiento lúdico gamer 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. En el campo del entretenimiento deportivo, se presenta un hecho que es notorio debido a: 1. un crecimiento exponencial del número de practicantes, audiencias y aficionados 2. una alta rentabilidad de los negocios con perspectivas de un crecimiento significativo en los próximos años. Se trata del eSport (Deporte Electrónico), una actividad  que no es reconocida como disciplina deportiva por el Comité Olímpico Internacional, debido a dos factores: 1. Al énfasis que se le coloca al movimiento físico como atributo principal para ser considerada una disciplina deportiva. 2. Al rechazo general de los contenidos de violencia, agresividad y destrucción de algunos juegos (e-Gaming). Este artículo se propone dimensionar la importancia del eSport como un factor económico consecuencia de haber desarrollado un producto lo suficientemente atractivo para la población joven que por lo general representan intereses que no están  en pro de los deportistas, los aficionados y los diferentes grupos de interés. En el caso del eSport esta situación no afecta a los interesados quienes están dispuestos a seguir pagando para disfrutar de su entretenimiento. No domínio do entretenimento desportivo, existe um fato que é bastante notório devido: 1. ao crescimento exponencial do número de praticantes, públicos e adeptos 2. À elevada rentabilidade dos negócios com perspectivas de crescimento significativo nos próximos anos. Trata-se de eSport (Electronic Sport). Chama a atenção que essa atividade não seja reconhecida como disciplina esportiva pelo Comitê Olímpico Internacional, devido a dois fatores: 1. A ênfase dada ao movimento físico como principal atributo para ser considerada uma disciplina esportiva. 2. A rejeição geral do conteúdo de violência, agressividade e destruição de alguns jogos (e-Gaming). Este artigo tem como objetivo avaliar a importância do eSport como fator econômico em decorrência do desenvolvimento de um produto suficientemente atraente para a população jovem, que para ter sucesso não exigiu a aprovação de hierarquias tradicionais que geralmente representam interesses que nem sempre atuam a favor de atletas, torcedores e grupos de interesses diversos. No caso do eSport, esta situação não afeta os interessados que desejam continuar pagando para desfrutar de seu entretenimento. 2020-07-01 2021-02-13T02:50:41Z 2021-02-13T02:50:41Z Artículo revisado por pares http://purl.org/coar/resource_type/c_6501 http://purl.org/coar/version/c_970fb48d4fbd8a85 https://revistas.unilibre.edu.co/index.php/libreempresa/article/view/7127 10.18041/1657-2815/libreempresa.2020v17n1.7127 http://hdl.handle.net/10901/18848 spa https://revistas.unilibre.edu.co/index.php/libreempresa/article/view/7127/6278 Revistas - Ciencias Económicas, Administrativas y Contables Derechos de autor 2020 Universidad Libre http://creativecommons.org/licenses/by-nc-sa/4.0/ application/pdf Universidad Libre LIBRE EMPRESA; Vol 17 No 1 (2020): Libre Empresa; 63-92 Libre Empresa; Vol. 17 Núm. 1 (2020): Libre Empresa; 63-92 2538-9904 1657-2815
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