{"title":"The Role of E-sports in Modern Recreation","authors":"Shania Perez","doi":"10.47941/ijars.2069","DOIUrl":null,"url":null,"abstract":"Purpose: The general objective of this study was to investigate the role of esports in modern recreation. \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 role of esports in modern recreation. Preliminary empirical review revealed that esports had significantly transformed modern recreation by providing an immersive and interactive form of entertainment, attracting a diverse global audience. It highlighted the economic impact of esports through job creation and revenue generation, and its social benefits in fostering community and connection. Additionally, the study acknowledged the cognitive and educational advantages of esports, while also emphasizing the need to address potential health risks. It recommended collaborative efforts among policymakers, educators, and industry stakeholders to promote healthy engagement, support industry growth, and ensure inclusivity, ensuring esports' continued role in modern recreation. \nUnique Contribution to Theory, Practice and Policy: The Social Learning Theory, Uses and Gratification Theory and Self- Determination Theory may be used to anchor future studies on modern recreation. The study highlighted the need for traditional recreational theories to evolve to include digital activities, emphasized the importance of structured training and wellness programs for esports participants, and suggested policy developments to promote fair play and health within the industry. The study also recommended initiatives to bridge the digital divide and foster community connections through esports. Additionally, it called for ongoing research into the long-term impacts of esports on individuals and society, including psychological, social, and economic effects.","PeriodicalId":512667,"journal":{"name":"International Journal of Arts, Recreation and Sports","volume":"61 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.2069","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: The general objective of this study was to investigate the role of esports in modern recreation.
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 role of esports in modern recreation. Preliminary empirical review revealed that esports had significantly transformed modern recreation by providing an immersive and interactive form of entertainment, attracting a diverse global audience. It highlighted the economic impact of esports through job creation and revenue generation, and its social benefits in fostering community and connection. Additionally, the study acknowledged the cognitive and educational advantages of esports, while also emphasizing the need to address potential health risks. It recommended collaborative efforts among policymakers, educators, and industry stakeholders to promote healthy engagement, support industry growth, and ensure inclusivity, ensuring esports' continued role in modern recreation.
Unique Contribution to Theory, Practice and Policy: The Social Learning Theory, Uses and Gratification Theory and Self- Determination Theory may be used to anchor future studies on modern recreation. The study highlighted the need for traditional recreational theories to evolve to include digital activities, emphasized the importance of structured training and wellness programs for esports participants, and suggested policy developments to promote fair play and health within the industry. The study also recommended initiatives to bridge the digital divide and foster community connections through esports. Additionally, it called for ongoing research into the long-term impacts of esports on individuals and society, including psychological, social, and economic effects.