Characterization of E-sports in Colombia to 2020

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Abstract

During the last 15 years an era known as "the information and knowledge society" has begun (Vera, 2015). Evidence of this is the extensive development of information technologies in Colombia, which has shaped an entire eSports industry that has generated entrepreneurial opportunities and significant revenues. In other countries such as Spain, where eSports-related issues have been around for longer, the trend has been positive in economic and social terms: it is estimated that 3 out of every 4 children between 8 and 13 years old have a video game console at home, and play on average 25 minutes a day, or the equivalent of 152 hours a year (Castillo, 2007). Likewise, The Pew Internet & American Life Project estimates that 8 out of 10 American children have a video game console at home, that more than half have 2 or more, and that 66% of young people play or download games online (Lenhart, 2007). However, when comparing the above figures in Colombia, it is possible to note a technological lag that marks a distance from European and North American countries where there is a boom in eSports, where they are already considered official. This article aims to present a characterization of the eSports industry in Colombia to 2020, in order to contribute to the formalization of these sports in the country, which are currently experiencing a massive popularization from different social spheres. This research was carried out from a descriptive approach: an interview was conducted with the president of the Colombian Federation of eSports (Fedecolde), a content review of the website of that entity was made, its databases were accessed to identify proligas and proclubes that are constituted nationally by departments and municipalities. It was also useful to outline a profile of gamers from an online survey, and to establish the stakeholders that have been linked to the Federation. It can be concluded that the eSports industry in Colombia is incubating its best part: little by little it has achieved acceptance in society and young people are turning their attention to this type of initiatives that offer diverse possibilities for economic growth and different cultural practices.
到2020年哥伦比亚电子竞技的特征分析
在过去的15年中,一个被称为“信息和知识社会”的时代已经开始(Vera, 2015)。哥伦比亚信息技术的广泛发展就是证据,它塑造了整个电子竞技产业,创造了创业机会和可观的收入。在其他国家,如西班牙,与电子竞技相关的问题已经存在了很长时间,从经济和社会角度来看,这一趋势是积极的:据估计,8至13岁的儿童中,每4个孩子中就有3个在家拥有视频游戏机,平均每天玩25分钟,或相当于一年152小时(Castillo, 2007)。同样,皮尤互联网与美国生活项目估计,10个美国孩子中有8个家里有一台视频游戏机,超过一半的孩子有2台或更多,66%的年轻人在线玩或下载游戏(Lenhart, 2007)。然而,当比较哥伦比亚的上述数据时,可能会注意到技术滞后,这标志着与欧洲和北美国家的距离,这些国家的电子竞技蓬勃发展,已经被认为是官方的。本文旨在呈现哥伦比亚到2020年电子竞技产业的特征,以促进这些体育在该国的正规化,这些体育目前正在经历来自不同社会领域的大规模普及。本研究采用描述性方法进行:对哥伦比亚电子竞技联合会(Fedecolde)主席进行了采访,对该实体的网站进行了内容审查,并访问了其数据库,以确定由各部门和市政当局组成的全国proligas和proclubes。从一项在线调查中勾勒出游戏玩家的概况,并确定与联合会有联系的利益相关者,这也很有用。可以得出的结论是,哥伦比亚的电子竞技产业正在孵化其最好的部分:它逐渐获得了社会的认可,年轻人正在将注意力转向这种为经济增长和不同文化实践提供多种可能性的举措。
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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