{"title":"Dampak Pandemi Covid-19 Terhadap Perkembangan Event E-Sports di Indonesia","authors":"Naomi Michelle Lim, Budi Setiawan","doi":"10.32659/tsj.v7i2.181","DOIUrl":null,"url":null,"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.","PeriodicalId":261239,"journal":{"name":"Tourism Scientific Journal","volume":"634 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Tourism Scientific Journal","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.32659/tsj.v7i2.181","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Dampak Pandemi Covid-19 Terhadap Perkembangan Event E-Sports di Indonesia
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.