مقاله انگلیسی رایگان در مورد eSport: ساخت مشخصات و مفاهیم برای مدیریت ورزش – الزویر ۲۰۱۸

مقاله انگلیسی رایگان در مورد eSport: ساخت مشخصات و مفاهیم برای مدیریت ورزش – الزویر ۲۰۱۸

 

مشخصات مقاله
ترجمه عنوان مقاله eSport: ساخت مشخصات و مفاهیم برای مدیریت ورزش
عنوان انگلیسی مقاله eSport: Construct specifications and implications for sport management
انتشار مقاله سال ۲۰۱۸
تعداد صفحات مقاله انگلیسی ۶ صفحه
هزینه دانلود مقاله انگلیسی رایگان میباشد.
پایگاه داده نشریه الزویر
نوع نگارش مقاله مقاله مروری (review article)
مقاله بیس این مقاله بیس نمیباشد
نمایه (index) scopus – master journals – JCR
نوع مقاله ISI
فرمت مقاله انگلیسی  PDF
ایمپکت فاکتور(IF) ۳٫۵۱۶ در سال ۲۰۱۷
شاخص H_index ۳۹ در سال ۲۰۱۸
شاخص SJR ۱٫۱۵۹ در سال ۲۰۱۸
رشته های مرتبط تربیت بدنی
گرایش های مرتبط مدیریت ورزشی
نوع ارائه مقاله ژورنال
مجله / کنفرانس بررسی مدیریت ورزش – Sport Management Review
دانشگاه Department of Health and Kinesiology – Women’s and Gender Studies Program
کلمات کلیدی eSport، ورزش فانتزی، فعالیت بدنی، ورزش کردن
کلمات کلیدی انگلیسی eSport, Fantasy sport, Physical activity, Sportification
شناسه دیجیتال – doi
https://doi.org/10.1016/j.smr.2017.11.002
کد محصول E9617
وضعیت ترجمه مقاله  ترجمه آماده این مقاله موجود نمیباشد. میتوانید از طریق دکمه پایین سفارش دهید.
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فهرست مطالب مقاله:
Abstract
۱ Introduction
۲ Construct specification
۳ eSport, sport management, and Sport Management Review
۴ Moving forward with eSport research
۵ Conclusions
References

بخشی از متن مقاله:
ABSTRACT

The purpose of this article is to add to the conceptual discussion on eSport, analyze the role of eSport within sport management, and suggest avenues for future eSport research. The authors suggest that debates surround the degree to which eSport represents formal sport, and disagreements likely stem from conceptualizations of sport and context. Irrespective of one’s notion of eSport as formal sport, the authors suggest the topic has a place in sport management scholarship and discourse. Such a position is consistent with the broad view of sport adopted by Sport Management Review, the perspective that eSport represents a form of sportification, and the association among eSport and various outcomes, including physical and psychological health, social well-being, sport consumption outcomes, and diversity and inclusion. Finally, the authors conclude that eSport scholarship can advance through the study of its governance, marketing, and management as well as by theorizing about eSport.

Introduction

eSport represents tournament level, interactive video games, described by British eSports as “the top level of video gaming in terms of skill and professionalization” (What are eSports?, 2016). Their popularity is evidenced by the amount of participants, spectators, and media coverage, as well as organizers considering eSport for inclusion in major sport competitions. According to Newzoo, a company that specializes in offering market data related to digital media and related activities, there were 191 million eSport enthusiasts around the world in 2017 (Esports, 2017). These figures are up considerably from 2016 (148 million enthusiasts; Rapaport, 2017). Industry revenues have followed suit, with US $493 million generated in 2016 and US$660 million in 2017. Spectator attendance for eSport is equally impressive. The tournaments have sold out large venues, such as Key Arena in Seattle and Madison Square Garden in New York City (Rapaport, 2017). But, even more impressive is the online spectatorship; in fact, the “League of Legends” World Finals drew 12 million more fans than the National Basketball Association (NBA) finals held atthe same time (Clavio, 2017). The growth of eSport has not been lost on popular press outlets, where the likes of Forbes,ESPN, Sports Illustrated, and the Guardian, among others, all cover aspects of the events. Finally, the rise of eSport is perhaps best illustrated by news in 2017 that it would be a medal event in the 2022 Asian Games (Graham, 2017). The rise of eSport has not been lost on academics. At past Sport Management Review (SMR) editorial meetings, as part of broader discussions about the boundaries of sport management, board members have discussed and debated the role of eSport, whether the activity should be considered sport at all, and the implications for sport management as a discipline. When the topic was first broached, some members met the discussion with a healthy skepticism, perhaps thinking that it was a passing fad. As eSport grew, however, so too did attention dedicated to the topic—by sponsors, spectators, and academics. The discussions ultimately resulted in the scholarly exchange presented in this issue of SMR. We asked experts in the field to consider two questions: (a) is eSport a sport; and (b) irrespective of the response to the first question, is eSport relevant for the sport management discipline? In this introductory article to the exchange, we, as the SMR editorial team, address these questions, too. In doing so, we seek to contribute to the emerging dialogue surrounding eSport and identify potential paths forward.

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