Popularity and Cultural Significance of E-Sports in the 21st Century

Janet Omole
{"title":"Popularity and Cultural Significance of E-Sports in the 21st Century","authors":"Janet Omole","doi":"10.47941/ijars.2074","DOIUrl":null,"url":null,"abstract":"  \nPurpose: This study sought to explore the popularity and cultural significance of e-sports in the 21st century. \nMethodology: The study adopted a desktop research methodology. Desk research refers to secondary data or that which can be collected without fieldwork. Desk research is basically involved in collecting data from existing resources hence it is often considered a low cost technique as compared to field research, as the main cost is involved in executive’s time, telephone charges and directories. Thus, the study relied on already published studies, reports and statistics. This secondary data was easily accessed through the online journals and library. \nFindings: The findings reveal that there exists a contextual and methodological gap relating to the popularity and cultural significance of e-sports in the 21st century. Preliminary empirical review revealed that the exponential growth of e-sports in the 21st century was driven by technological advancements, strong social dynamics, and innovative business models, making it a major cultural and economic force. It highlighted how e-sports fostered community and social interaction, creating a sense of belonging and identity among participants. The professionalization of e-sports legitimized it as a serious competitive activity, attracting substantial investments and significant economic impact. The intertwined popularity and cultural significance of e-sports influenced various aspects of society, marking it as a vital part of contemporary culture and a key player in the entertainment and media industries. \nUnique Contribution to Theory, Practice and Policy: The study recommended developing a nuanced theoretical framework integrating social identity theory, uses and gratifications theory, and cultural capital theory to understand e-sports comprehensively. It emphasized enhancing community engagement and interactivity, integrating e-sports into educational curricula, and fostering partnerships between educational institutions and e-sports organizations. The study also called for standardized regulations to ensure player welfare, fair compensation, and ethical treatment, while promoting diversity and inclusion within the e-sports community. Additionally, it advocated for ongoing research and data collection to monitor the industry's growth and impact.","PeriodicalId":512667,"journal":{"name":"International Journal of Arts, Recreation and Sports","volume":"56 4","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2024-07-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Arts, Recreation and Sports","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.47941/ijars.2074","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

Abstract

  Purpose: This study sought to explore the popularity and cultural significance of e-sports in the 21st century. Methodology: The study adopted a desktop research methodology. Desk research refers to secondary data or that which can be collected without fieldwork. Desk research is basically involved in collecting data from existing resources hence it is often considered a low cost technique as compared to field research, as the main cost is involved in executive’s time, telephone charges and directories. Thus, the study relied on already published studies, reports and statistics. This secondary data was easily accessed through the online journals and library. Findings: The findings reveal that there exists a contextual and methodological gap relating to the popularity and cultural significance of e-sports in the 21st century. Preliminary empirical review revealed that the exponential growth of e-sports in the 21st century was driven by technological advancements, strong social dynamics, and innovative business models, making it a major cultural and economic force. It highlighted how e-sports fostered community and social interaction, creating a sense of belonging and identity among participants. The professionalization of e-sports legitimized it as a serious competitive activity, attracting substantial investments and significant economic impact. The intertwined popularity and cultural significance of e-sports influenced various aspects of society, marking it as a vital part of contemporary culture and a key player in the entertainment and media industries. Unique Contribution to Theory, Practice and Policy: The study recommended developing a nuanced theoretical framework integrating social identity theory, uses and gratifications theory, and cultural capital theory to understand e-sports comprehensively. It emphasized enhancing community engagement and interactivity, integrating e-sports into educational curricula, and fostering partnerships between educational institutions and e-sports organizations. The study also called for standardized regulations to ensure player welfare, fair compensation, and ethical treatment, while promoting diversity and inclusion within the e-sports community. Additionally, it advocated for ongoing research and data collection to monitor the industry's growth and impact.
21 世纪电子竞技的普及和文化意义
目的:本研究旨在探讨电子竞技在 21 世纪的流行程度和文化意义。研究方法:本研究采用案头研究方法。案头研究指的是二手数据或无需实地考察即可收集到的数据。案头研究基本上是从现有资源中收集数据,因此与实地研究相比,案头研究通常被认为是一种低成本技术,因为主要成本涉及执行人员的时间、电话费和目录。因此,本研究依赖于已出版的研究、报告和统计数据。这些二手数据可通过在线期刊和图书馆轻松获取。研究结果:研究结果表明,在 21 世纪电子竞技的普及和文化意义方面存在着背景和方法上的差距。初步的实证审查显示,21 世纪电子竞技的指数式增长是由技术进步、强大的社会动力和创新的商业模式推动的,使其成为一股重要的文化和经济力量。它强调了电子竞技如何促进社区和社会互动,在参与者中创造归属感和认同感。电子竞技的职业化使其合法化,成为一项严肃的竞技活动,吸引了大量投资和重大经济影响。电子竞技的普及性和文化意义交织在一起,影响到社会的各个方面,使其成为当代文化的重要组成部分以及娱乐和媒体产业的重要参与者。对理论、实践和政策的独特贡献:研究建议制定一个细致入微的理论框架,将社会认同理论、使用和满足理论以及文化资本理论融为一体,以全面了解电子竞技。研究强调加强社区参与和互动,将电子竞技纳入教育课程,促进教育机构和电子竞技组织之间的合作。该研究还呼吁制定标准化法规,以确保玩家福利、公平补偿和道德待遇,同时促进电子竞技社区的多样性和包容性。此外,研究还提倡持续开展研究和数据收集,以监测该行业的发展和影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信