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.

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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.

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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

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