Esports y ciencia: sintonizando con el fenómeno de los deportes electrónicos (Esports and science: Tuning into the phenomenon of electronic sports)

Autores/as

  • Antonio Báscón Seda
  • Augusto R. Rodríguez-Sánchez

DOI:

https://doi.org/10.12800/ccd.v15i45.1512

Palabras clave:

Esports, revisión sistemática, producción científica, bibliometría, tecnologías de la información y de la comunicación (Esports, systematic review, scientific production, bibliometrics, information and communication technologies)

Resumen

Los cambios culturales sufridos en las últimas décadas han originado diferentes fenómenos emergentes que han irrumpido en nuestro tiempo. Los deportes electrónicos (esports) se han consolidado como uno de ellos, dando lugar a su estudio desde múltiples áreas, especialmente desde las ciencias de la actividad físico-deportiva (ocio, rendimiento, profesionalización…). Por todo ello, el presente trabajo ilustra cómo el mundo científico-académico está abordando este fenómeno en la actualidad, sirviéndose del protocolo PRISMA-P para revisiones sistemáticas y de las bases de datos Scopus y Web of Science como fuentes principales de información. Los resultados aportan un total de 106 trabajos en torno a la temática, que se han categorizado en cuatro ejes: actividad física y salud; concepto de deporte; los esports como fenómeno social; y marketing y marco legal. Como resultado principal, se aprecia que hay un escaso corpus de conocimiento científico-académico sobre esports, en comparación con el impacto social del mismo. La dispersión en las temáticas desde las que se aborda se debe, fundamentalmente, al casi inexistente marco regulatorio legal, además de lo abstracto del fenómeno para explicarlo desde el concepto tradicional de deporte.

===

The cultural changes suffered in the last decades have originated different emergent phenomena that have burst into our time. Electronic sports (esports) have been consolidated as one of them, giving rise to their study from multiple areas, especially from the sciences of physical-sports activity (leisure, performance, professionalization ...). Therefore, this work illustrates how the scientific-academic world is currently addressing this phenomenon, using the PRISMA-P protocol for systematic reviews and the databases Scopus and Web of Science as main sources of information. The results provide a total of 106 works on the subject, which have been categorized into four thematic axes: physical activity and health; concept of sport; esports as a social phenomenon; and marketing and legal framework. As a main result, there is a scarce corpus of scientific-academic knowledge about esports, in comparison with its social impact. The dispersion in the topics from which it is approached is due, fundamentally, to the almost non-existent legal regulatory framework, besides the abstract of the phenomenon to explain it from the traditional concept of sport.

Citas

Abanazir, C. (2019). Institutionalisation in E-Sports. Sport Ethics and Philosophy, 13(2), 117-131. doi:10.1080/17511321.2018.1453538

Anderson, S. L. (2017). Watching people is not a game: Interactive online corporeality, Twitch.tv and videogame streams. Game Studies, 17(1). Recuperado de http://gamestudies.org/1701/articles/anderson

Andrews, D. L., & Ritzer, G. (2018). Sport and prosumption. Journal of Consumer Culture, 18(2), 356-373. doi:10.1177/1469540517747093

Antón-Roncero, M., & García-García, F. (2014). Deportes electrónicos. Una aproximación a las posibilidades comunicativas de un mercado emergente. Questiones Publicitarias, 1(19), 98-115. doi:10.5565/REV/QP.28

Atalay, A., & Topuz, A. C. (2018). What is being played in the world? Mobile esport applications. Universal Journal of Educational Research, 6(6), 1243-1251. doi:10.13189/ujer.2018.060615

Banyai, F., Griffiths, M. D., Kiraly, O., & Demetrovics, Z. (2019). The psychology of esports: A systematic literature review. Journal of Gambling Studies, 35(2), 351-365. doi:10.1007/s10899-018-9763-1

Bascón-Seda, A., Piedra, J., Ramírez-Macías, G., & Rodríguez-Sánchez, A. R. (2018). El impacto del fenómeno esports en la producción científica-académica. Presentado en XV Congreso AEISAD: La Práctica Deportiva en el Proceso Vital, Estado de la cuestión y retos de futuro, Granada.

Brickell, A. (2017). Addressing integrity and regulatory risks in esports: The responsibility of the whole esports community. Gaming Law Review, 21(8), 603-609. doi:10.1089/glr2.2017.21810

Brock, T. (2017). Roger Caillois and E-Sports: On the problems of treating play as work. Games and Culture, 12(4), 321-339. doi:10.1177/1555412016686878

Brock, T., & Fraser, E. (2018). Is computer gaming a craft? Prehension, practice, and puzzle-solving in gaming labour. Information Communication & Society, 21(9), 1219-1233. doi:10.1080/1369118X.2018.1468920

Brown, K. A., Billings, A. C., Murphy, B., & Puesan, L. (2018). Intersections of fandom in the age of interactive media: Esports fandom as a predictor of traditional sport fandom. Communication & Sport, 6(4), 418-435. doi:10.1177/2167479517727286

Burk, D. L. (2013). Owning e-sports: Proprietary rights in professional computer gaming. University of Pennsylvania Law Review, 161(6), 1535-1578. doi:10.17605/OSF.IO/BRMV7

Canfield, B. (2017). Case analysis: Gradually, not suddenly: Judge John C. Coughenour’s crucial role in the legal standing of esports. Gaming Law Review-Economics Regulation Compliance and Policy, 21(8), 634-636. doi:10.1089/glr2.2017.2186

Carrillo-Vera, J. A. (2015). La dimensión social de los videojuegos «online»: De las comunidades de jugadores a los «e-sports». index.comunicación, 5(1), 39-51. Recuperado de http://journals.sfu.ca/indexcomunicacion/index.php/indexcomunicacion/article/view/173

Carrillo-Vera, J. A. (2016). De jugadores a espectadores: La construcción del espectáculo mediático en el contexto de los e-sports. Anàlisi, (55), 1-16. doi:10.7238/a.v0i55.2893

Chao, L. L. (2017). “You must construct additional pylons”: Building a better framework for esports Governance. Fordham Law Review, 86(2), 737-764.

Choi, C., Hums, M. A., & Bum, C.-H. (2018). Impact of the family environment on juvenile mental health: ESports online game addiction and delinquency. International Journal of Environmental Research and Public Health, 15(12), 2850. doi:10.3390/ijerph15122850

Comunicado Oficial del Consejo COLEF sobre los eSports. (2017, noviembre 7). Recuperado 10 de marzo de 2019, de Consejo COLEF website: https://www.consejo-colef.es/single-post/comunicado-esports

Cunningham, G. B., Fairley, S., Ferkins, L., Kerwin, S., Lock, D., Shaw, S., & Wicker, P. (2017). eSport: Construct specifications and implications for sport management. Sport Management Review, 21(1), 1-6. doi:10.1016/j.smr.2017.11.002

DiFrancisco-Donoghue, J., & Balentine, J. R. (2018). Collegiate eSport: Where do we fit in? Current Sports Medicine Reports, 17(4), 117-118. doi:10.1249/JSR.0000000000000477

DiFrancisco-Donoghue, J., Balentine, J. R., Schmidt, G., & Zwibel, H. (2019). Managing the health of the eSport athlete: An integrated health management model. BMJ Open Sport and Exercise Medicine, 5(1), 1-6. doi:10.1136/bmjsem-2018-000467

Dos Reis, V. (2017). Q&A: The rise of esports betting and the challenges the industry faces. Gaming Law Review, 21(8), 630-633. doi:10.1089/glr2.2017.2189

Ehret, C., Ehret, L., Low, B., & Čiklovan, L. (2019). Immediations and rhythms of speculative design: Implications for value in design-based research. British Journal of Educational Technology, 50(4), 1603-1014. doi:10.1111/bjet.12802

Ekdahl, D., & Ravn, S. (2018). Embodied involvement in virtual worlds: The case of eSports practitioners. Sport, Ethics and Philosophy, 13(2), 1-13. doi:10.1080/17511321.2018.1475418

Esports stars welcomed to Lausanne! - Olympic News. (2019, febrero 5). Recuperado 26 de marzo de 2019, de International Olympic Committee website: https://www.olympic.org/news/esports-stars-welcomed-to-lausanne

Evren, B., Evren, C., Dalbudak, E., Topcu, M., & Kutlu, N. (2019). The impact of depression, anxiety, neuroticism, and severity of Internet addiction symptoms on the relationship between probable ADHD and severity of insomnia among young adults. Psychiatry Research, 271, 726-731. doi:10.1016/j.psychres.2018.12.010

Evren, Bilge, Evren, C., Dalbudak, E., Topcu, M., & Kutlu, N. (2018). Neuroticism and introversion mediates the relationship between probable ADHD and symptoms of Internet gaming disorder: Results of an online survey. Psychiatry and Clinical Psychopharmacology, 29(1), 1-7. doi:10.1080/24750573.2018.1490095

Evren, C., Dalbudak, E., Topcu, M., Kutlu, N., & Evren, B. (2017). The psychometric properties of the Turkish version of the Internet Gaming Disorder Scale. Dusunen Adam-Journal of Psychiatry and Neurological Sciences, 30(4), 316-324. doi:10.5350/DAJPN2017300405

Evren, C., Dalbudak, E., Topcu, M., Kutlu, N., Evren, B., & Pontes, H. M. (2018). Psychometric validation of the Turkish nine-item Internet Gaming Disorder Scale-Short Form (IGDS9-SF). Psychiatry Research, 265, 349-354. doi:10.1016/j.psychres.2018.05.002

FACTBOX-Games-Esports at the 2018 Asian Games. (2018, agosto 25). Reuters. Recuperado de https://www.reuters.com/article/games-asia-esports-idUSL3N1VG060

Fanfarelli, J. R. (2018). Expertise in professional overwatch play. International Journal of Gaming and Computer-Mediated Simulations, 10(1), 1-22. doi:10.4018/IJGCMS.2018010101

Fanjul-Peyró, C., González-Onate, C., & Peña-Hernández, P.-J. (2019). La influencia de los jugadores de videojuegos online en las estrategias publicitarias de las marcas. Comparativa entre España y Corea. Comunicar, (58), 105-113. doi:10.3916/C58-2019-10

Finch, R., & Yang, J. C. (2016). Rights to user generated content in a VR world. NTUT Journal of Intellectual Property Law and Management, 5(1), 53-70.

Freeman, G., & Wohn, D. Y. (2018). Understanding eSports team formation and coordination. Computer Supported Cooperative Work-the Journal of Collaborative Computing, 27(3-6), 1019-1050. doi:10.1007/s10606-017-9299-4

Funk, D. C., Pizzo, A. D., & Baker, B. J. (2018). eSport management: Embracing eSport education and research opportunities. Sport Management Review, 21(1), 7-13. doi:10.1016/j.smr.2017.07.008

Gainsbury, S. M., Abarbanel, B., & Blaszczynski, A. (2017a). Game on: Comparison of demographic profiles, consumption behaviors, and gambling site selection criteria of esports and sports bettors. Gaming Law Review, 21(8), 575-587. doi:10.1089/glr2.2017.21813

Gainsbury, S. M., Abarbanel, B., & Blaszczynski, A. (2017b). Intensity and gambling harms: Exploring breadth of gambling involvement among esports bettors. Gaming Law Review, 21(8), 610-615. doi:10.1089/glr2.2017.21812

Gandolfi, E. (2016). To watch or to play, it is in the game: The game culture on Twitch.tv among performers, plays and audiences. Journal of Gaming and Virtual Worlds, 8(1), 63-82. doi:10.1386/jgvw.8.1.63_1

García-Lanzo, S., & Chamarro, A. (2018). Basic psychological needs, passion and motivations in amateur and semi-professional eSports players. Aloma, 36(2), 59-68.

Gerber, H. R. (2017). eSports and Streaming: Twitch literacies. Journal of Adolescent & Adult Literacy, 61(3), 343-345. doi:10.1002/jaal.692

Gómez-García, S., & Navarro-Sierra, N. (2013). Videojuegos e Información: Una aproximación a los newsgames españoles como nueva óptica informativa. Icono14, 11(2), 3-21. doi:10.7195/ri14.v11i2.604

Gray, P. B., Vuong, J., Zava, D. T., & McHale, T. S. (2018). Testing men’s hormone responses to playing League of Legends: No changes in testosterone, cortisol, DHEA or androstenedione but decreases in aldosterone. Computers in Human Behavior, 83, 230-234. doi:10.1016/j.chb.2018.02.004

Hallmann, K., & Giel, T. (2017). eSports: Competitive sports or recreational activity? Sport Management Review, 21(1), 14-20. doi:10.1016/j.smr.2017.07.011

Hamari, J., & Sjoblom, M. (2017). What is eSports and why do people watch it? Internet Research, 27(2), 211-232. doi:10.1108/IntR-04-2016-0085

Hebbel-Seeger, A. (2012). The relationship between real sports and digital adaptation in e-sport gaming. International Journal of Sports Marketing & Sponsorship, 13(2), 132-143.

Heere, B. (2017). Embracing the sportification of society: Defining e-sports through a polymorphic view on sport. Sport Management Review, 21(1), 21-24. doi:10.1016/j.smr.2017.07.002

Hilvert-Bruce, Z., Neill, J. T., Sjoblom, M., & Hamari, J. (2018). Social motivations of live-streaming viewer engagement on Twitch. Computers in Human Behavior, 84, 58-67. doi:10.1016/j.chb.2018.02.013

Holden, J. T., & Ehrlich, S. C. (2017). Esports, skins betting, and wire fraud vulnerability. Gaming Law Review-Economics Regulation Compliance and Policy, 21(8), 566-574. doi:10.1089/glr2.2017.2183

Holden, J. T., Kaburakis, A., & Rodenberg, R. M. (2018). Esports: Children, stimulants and video-gaming-induced inactivity. Journal of Paediatrics and Child Health, 54(8), 830-831. doi:10.1111/jpc.13897

Holden, J. T., Kaburakis, A., & Wall Tweedie, J. (2019). Virtue(al) games—real drugs. Sport, Ethics and Philosophy, 13(1), 19-32. doi:10.1080/17511321.2018.1459814

Hutchins, B. (2008). Signs of meta-change in second modernity: The growth of e-sport and the World Cyber Games. New Media & Society, 10(6), 851-869. doi:10.1177/1461444808096248

Jenny, S. E., Keiper, M. C., Taylor, B. J., Williams, D. P., Gawrysiak, J., Manning, R. D., & Tutka, P. M. (2018). ESports venues a new sport business opportunity. Journal of Applied Sport Management, 10(1), 34-49. doi:10.18666/JASM-2018-V10-I1-8469

Jenny, S. E., Manning, R. D., Keiper, M. C., & Olrich, T. W. (2016). Virtual(ly) athletes: Where esports fit within the definition of “sport”. Quest, 69(1), 1-18. doi:10.1080/00336297.2016.1144517

Johnson, M. R., & Woodcock, J. (2017). Fighting games and Go: Exploring the aesthetics of play in professional gaming. Thesis Eleven, 138(1), 26-45. doi:10.1177/0725513616689399

Jonasson, K. (2016). Broadband and circuits: The place of public gaming in the history of sport. Sport, Ethics and Philosophy, 10(1), 28-41. doi:10.1080/17511321.2016.1171250

Jonasson, K., & Thiborg, J. (2010). Electronic sport and its impact on future sport. Sport in Society, 13(2), 287-299. doi:10.1080/17430430903522996

Karhulahti, V.M. (2017). Reconsidering esport: Economics and executive ownership. Physical Culture and Sport Studies and Research, 74(1), 43-53. doi:10.1515/pcssr-2017-0010

Kari, T., & Karhulahti, V.M. (2016). Do e-athletes move? A study on training and physical exercise in elite e-sports. International Journal of Gaming and Computer-Mediated Simulations, 8(4), 53-66. doi:10.4018/IJGCMS.2016100104

Keiper, M. C., Manning, R. D., Jenny, S., Olrich, T., & Croft, C. (2017). No reason to LoL at LoL: The addition of esports to intercollegiate athletic departments. Journal for the Study of Sports and Athletes in Education, 11(2), 143-160. doi:10.1080/19357397.2017.1316001

Kim, S. M., & Thomas, M. K. (2015). A stage theory model of professional video game players in south korea: The socio-cultural dimensions of the development of expertise. Asian Journal of Information Technology, 14(5), 176-186. doi: 10.36478/ajit.2015.176.186

Kim, Y. H., & Bang, G.-W. (2018). Development of e-sport platform based on virtual reality with functionality. International Journal of Engineering and Technology(UAE), 7(2), 93-96. doi:10.14419/ijet.v7i2.12.11099

Lafrance, J. P. (2003). El juego interactivo, el primer medio de masas de la era electrónica. Quaderns del CAC, (15), 59-68. Recuperado de https://www.cac.cat/sites/default/files/2019-05/Q15_lafrance_ES.pdf

Lokhman, N., Karashchuk, O., & Kornilova, O. (2018). Analysis of eSports as a commercial activity. Problems and Perspectives in Management, 16(1), 207-213. doi:10.21511/ppm.16(1).2018.20

Lopez-Gonzalez, H., & Griffiths, M. D. (2018). Understanding the convergence of markets in online sports betting. International Review for the Sociology of Sport, 53(7), 807-823. doi:10.1177/1012690216680602

Macey, J., & Hamari, J. (2018a). eSports, skins and loot boxes: Participants, practices and problematic behaviour associated with emergent forms of gambling. New Media & Society, 21(1), 20-41. doi:10.1177/1461444818786216

Macey, J., & Hamari, J. (2018b). Investigating relationships between video gaming, spectating esports, and gambling. Computers in Human Behavior, 80, 344-353. doi:10.1016/j.chb.2017.11.027

Marcano Lárez, B. (2012). Características sociológicas de videojugadores online y el e-sport. El caso de Call of duty. Pedagogía Social. Revista Interuniversitaria, (19), 113-124. doi:10.7179/PSRI_2012.19.07

Martončik, M. (2015). e-Sports: Playing just for fun or playing to satisfy life goals? Computers in Human Behavior, 48, 208-211. doi:10.1016/j.chb.2015.01.056

Michaluk, T. (2012). Changes in the meaning of physicality in modern sport - From disabled sports to e-sport. Physiotherapy Quarterly, 20(1), 64-70. doi:10.2478/v10109-012-0008-z

Moher, D., Liberati, A., Tetzlaff, J., Altman, D. G., & Prisma-P Group. (2009). Preferred reporting items for systematic reviews and meta-analyses: The PRISMA statement. PLoS Medicine, 6(7), e1000097. doi:10.1371/journal.pmed.1000097

Mora-Cantallops, M., & Sicilia, M.-Á. (2018). Exploring player experience in ranked League of Legends. Behaviour & Information Technology, 37(12), 1-13. doi:10.1080/0144929X.2018.1492631

Owens, M. D. (2016). What’s in a name? Esports, betting, and gaming law. Gaming Law Review, 20(7), 567-570. doi:10.1089/glre.2016.2075

Parry, J. (2018). E-sports are not sports. Sport, Ethics and Philosophy, 13(1), 1-16. doi:10.1080/17511321.2018.1489419

Parshakov, P., & Zavertiaeva, M. (2018). Determinants of performance in eSports: A country-level Analysis. International Journal of Sport Finance, 13(1), 34-51. Recuperado de https://publications.hse.ru/en/articles/219471613

Parshakov, Petr, Coates, D., & Zavertiaeva, M. (2018). Is diversity good or bad? Evidence from eSports teams analysis. Applied Economics, 50(47), 5062-5073. doi:10.1080/00036846.2018.1470315

Pérez-Rubio, C., González, J., & Garcés de los Fayos, E. J. (2017). Personalidad y burnout en jugadores profesionales de e-sports. Cuadernos de Psicología del Deporte, 17(1), 41-50. Recuperado de http://scielo.isciii.es/scielo.php?script=sci_arttext&pid=S1578-84232017000100006

Pizzo, A. D., Baker, B. J., Na, S., Lee, M. A., Kim, D., & Funk, D. C. (2018). ESport vs. Sport: A comparison of spectator motives. Sport Marketing Quarterly, 27(2), 108-123. Recuperado de http://www.fitpublishing.com/articles/esport-vs-sport-comparison-spectator-motives

Pluss, M. A., Bennett, K. J. M., Novak, A. R., Panchuk, D., Coutts, A. J., & Fransen, J. (2019). Esports: The Chess of the 21st Century. Frontiers in Psychology, 10, 156. doi:10.3389/fpsyg.2019.00156

Pohl, C. (2017). Sword and shield: Nevada, esports, and the non-divergent interests. Gaming Law Review, 21(8), 588-602. doi:10.1089/glr2.2017.21815

PRISMA-P Group, Moher, D., Shamseer, L., Clarke, M., Ghersi, D., Liberati, A., … Stewart, L. A. (2015). Preferred reporting items for systematic review and meta-analysis protocols (PRISMA-P) 2015 statement. Systematic Reviews, 4(1), 1-9. doi:10.1186/2046-4053-4-1

Ramírez-Macías, G. (2011). Estereotipos corporales en las portadas de los videojuegos de género deportivo. Revista Internacional de Medicina y Ciencias de la Actividad Física y del Deporte, 11(42), 407-420. Recuperado de http://cdeporte.rediris.es/revista/revista42/artcuerpo213.htm

Rea, S. C. (2018). Calibrating Play: Sociotemporality in south korean digital gaming culture. American Anthropologist, 120(3), 500-511. doi:10.1111/aman.13020

Rea, S. C. (2019). Chronotopes and social types in south korean digital gaming. Signs and Society, 7(1), 115-136. doi:10.1086/700704

Rosell Llorens, M. (2017). eSport gaming: The rise of a new sports practice. Sport, Ethics and Philosophy, 11(4), 464-476. doi:10.1080/17511321.2017.1318947

Rothman, J. E. (2013). E-sports as a prism for the role of evolving technology in intellectual property. University of Pennsylvania Law Review, 161(6), 317-329. Recuperado de https://scholarship.law.upenn.edu/penn_law_review_online/vol161/iss1/20/

Ruvalcaba, O., Shulze, J., Kim, A., Berzenski, S. R., & Otten, M. P. (2018). Women’s experiences in eSports: Gendered differences in peer and spectator feedback during competitive video game play. Journal of Sport & Social Issues, 42(4), 295-311. doi:10.1177/0193723518773287

Salo, M. (2017). Career transitions of eSports athletes: A proposal for a research framework. International Journal of Gaming and Computer-Mediated Simulations, 9(2), 22-32. doi:10.4018/IJGCMS.2017040102

Sánchez-Pato, A., & Remilllard, J. D. (2018). eSport: Towards a hermeneutic of virtual sport. Cultura_Ciencia_Deporte, 13(38), 137-145. doi:10.12800/ccd.v13i38.1076

Schneider, S. (2015). eSport betting: The intersection of gaming and gambling. Gaming Law Review, 19(6), 419-420. doi:10.1089/glre.2015.1963

Schwartz, D. G. (2017a). Historical parallels between tournament poker and esports. Gaming Law Review-Economics Regulation Compliance and Policy, 21(10), 730-744. doi:10.1089/glr2.2017.21103

Schwartz, D. G. (2017b). Research (in)complete: An exploratory history of competitive video gaming. Gaming Law Review-Economics Regulation Compliance and Policy, 21(8), 542-556. doi:10.1089/glr2.2017.2185

Sentuna, B., & Kanbur, D. (2016). What kind of an activity is a virtual game? A postmodern approach in relation to concept of phantasm by Deleuze and the philosophy of Huizinga. Sport, Ethics and Philosophy, 10(1), 42-50. doi:10.1080/17511321.2016.1177581

Seo, Y., Kim, M., Lee, D., & Jung, Y. (2018). Attention to eSports advertisement: Effects of ad animation and in-game dynamics on viewers’ visual attention. Behaviour & Information Technology, 37(12), 1-9. doi:10.1080/0144929X.2018.1488993

Seo, Y., & Jung, S.U. (2016). Beyond solitary play in computer games: The social practices of eSports. Journal of Consumer Culture, 16(3), 635-655. doi:10.1177/1469540514553711

Seo, Y. (2013). Electronic sports: A new marketing landscape of the experience economy. Journal of Marketing Management, 29(13-14), 1542-1560. doi:10.1080/0267257X.2013.822906

Seo, Y. (2016). Professionalized consumption and identity transformations in the field of eSports. Journal of Business Research, 69(1), 264-272. doi:10.1016/j.jbusres.2015.07.039

Sharma, M. K., Anand, N., & Mathew, V. (2018). Case report on implication of E-sport for changing platform of expression of bullying. Asian Journal of Psychiatry, 34, 16-17. doi:10.1016/j.ajp.2018.03.019

Summerley, R. (2019). The development of sports: A comparative analysis of the early institutionalization of traditional sports and E-sports. Games and Culture, 15(1), 51-72. doi:10.1177/1555412019838094

Sylvester, R., & Rennie, P. (2017). The world’s fastest-growing sport: Maximizing the economic success of esports whilst balancing regulatory concerns and ensuring the protection. Gaming Law Review, 21(8), 625-629. doi:10.1089/glr2.2017.21811

Szablewicz, M. (2015). A realm of mere representation? “Live” e-sports spectacles and the crafting of china’s digital gaming image. Games and Culture, 11(3), 256-274. doi:10.1177/1555412015595298

Taylor, N. T. (2016a). Now you’re playing with audience power: The work of watching games. Critical Studies in Media Communication, 33(4), 293-307. doi:10.1080/15295036.2016.1215481

Taylor, N. T. (2016b). Play to the camera: Video ethnography, spectatorship, and e-sports. Convergence-the International Journal of Research into New Media Technologies, 22(2), 115-130. doi:10.1177/1354856515580282

Taylor, N., & Elam, J. (2018). `People are robots, too’: Expert gaming as autoplay. Journal of Gaming & Virtual Worlds, 10(3), 243-260. doi:10.1386/jgvw.10.3.243_1

Trepte, S., Reinecke, L., & Juechems, K. (2012). The social side of gaming: How playing online computer games creates online and offline social support. Computers in Human Behavior, 28(3), 832-839. doi:10.1016/j.chb.2011.12.003

Triberti, S., Milani, L., Villani, D., Grumi, S., Peracchia, S., Curcio, G., & Riva, G. (2018). What matters is when you play: Investigating the relationship between online video games addiction and time spent playing over specific day phases. Addictive Behaviors Reports, 8, 185-188. doi:10.1016/j.abrep.2018.06.003

Wagner, M. G. (2006). On the scientific relevance of eSports. En H. R. Arabnia (Ed.), Proceedings of the 2006 International Conference on Internet Computing & Conference on Computer Games Development, ICOMP 2006, Las Vegas, Nevada, USA, June 26-29, 2006 (pp. 437–442). CSREA Press.

Wang, X., & Pleimling, M. (2018). Behavior analysis of virtual-item gambling. Physical Review. E, 98(1), 012126. doi:10.1103/PhysRevE.98.012126

Wasserman, J. A., & Rittenour, C. E. (2019). Who wants to play? Cueing perceived sex-based stereotypes of games. Computers in Human Behavior, 91, 252-262. doi:10.1016/j.chb.2018.09.003

Weiss, T., & Schiele, S. (2013). Virtual worlds in competitive contexts: Analyzing eSports consumer needs. Electronic Markets, 23(4), 307-316. doi:10.1007/s12525-013-0127-5

Witkowski, E. (2012). On the digital playing field: How we “do sport” with networked computer games. Games and Culture, 7(5), 349-374. doi:10.1177/1555412012454222

Woods, W. C., Hayes, D. J., Meyer, F., Kardan, O., & Berman, M. G. (2016). Dynamic effects on elite and amateur performance. Sport Exercise and Performance Psychology, 5(4), 308-323. doi:10.1037/spy0000070

Xia, B., Wang, H., & Zhou, R. (2017). What contributes to success in MOBA games? An empirical study of Defense of the Ancients 2. Games and Culture, 14(5), 498-522. doi:10.1177/1555412017710599

Yongming, L., Wang, Y., & Haohao, S. (2018). Coordinated development model of E-sports based on three party game. Cluster Computing. 22(2), 4805–4812. doi:10.1007/s10586-018-2390-x

Zhouxiang, L. (2016). From e-heroin to e-sports: The development of competitive gaming in China. International Journal of the History of Sport, 33(18), 2186-2206. doi:10.1080/09523367.2017.1358167

Descargas

Publicado

2020-07-28

Cómo citar

Báscón Seda, A., & Rodríguez-Sánchez, A. R. (2020). Esports y ciencia: sintonizando con el fenómeno de los deportes electrónicos (Esports and science: Tuning into the phenomenon of electronic sports). Cultura, Ciencia Y Deporte, 15(45), 341–352. https://doi.org/10.12800/ccd.v15i45.1512

Número

Sección

Artículos / Articles

Artículos similares

1 2 3 4 5 6 7 8 9 10 > >> 

También puede {advancedSearchLink} para este artículo.