Dampak Pandemi Covid-19 Terhadap Perkembangan Event E-Sports di Indonesia

Naomi Michelle Lim, Budi Setiawan
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Abstract

Electronic sports (e-sports) is a competitive online game activity which has been approved as a sport by the Olympic Council of Asia (OCA) since 2017. The great interest of the world community, especially young people in e-sports, has made the industry developed into sports tourism and entertainment with the concept of digital tourism, organized in the form of national and international scale events. The Covid-19 pandemic has hampered various tourist activities, including e-sports events around the world. The design of this research is a qualitative descriptive literature review through case studies of e-sports events associated with the COVID-19 pandemic in Indonesia. The results of the study show that the COVID-19 pandemic followed by a large-scale social restriction has encouraged adaptation in the e-sports industry through the implementation of online e-sports events (streaming) which has an impact on the success of this industry to survive and even grow into a creative industry sub-sector that is proven to be able to thrive during the COVID-19 pandemic. The increase in the market ranking of the Indonesian e-sports industry from 16th in Southeast Asia in 2017 to the largest in Asia Pacific, and even 12th in the world in 2020 has shown the great potential of the e-sports event creative industry to move the wheels of the tourism industry which was on the ground during the COVID-19 pandemic in Indonesia.
电子竞技(e-sports)是一项竞争性的网络游戏活动,自2017年以来已被亚洲奥林匹克理事会(OCA)批准为体育项目。国际社会,特别是年轻人对电子竞技的极大兴趣,使得该行业发展成为以数字旅游为理念,以国家和国际规模的赛事形式组织的体育旅游和娱乐。新冠肺炎疫情阻碍了世界各地的各种旅游活动,包括电子竞技赛事。本研究的设计是通过对与印度尼西亚COVID-19大流行相关的电子竞技赛事的案例研究进行定性描述性文献综述。研究结果表明,新冠疫情引发的大规模社会限制促使电子竞技产业通过实施在线电子竞技赛事(流媒体)进行适应,这对该产业的生存乃至成长为创意产业子行业产生了影响,并被证明能够在新冠疫情期间蓬勃发展。印度尼西亚电竞产业的市场排名从2017年的东南亚第16位上升到亚太地区第16位,到2020年甚至上升到全球第12位,显示出电竞赛事创意产业在推动印尼2019冠状病毒病大流行期间停滞不前的旅游业的巨大潜力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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