青少年体育2.0?2016年至2019年挪威电子竞技的发展

IF 3.2 2区 医学 Q1 HOSPITALITY, LEISURE, SPORT & TOURISM
A. Tjønndal, Mads Skauge
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引用次数: 9

摘要

摘要:数字技术深刻影响了年轻人将体育作为休闲活动的一部分进行娱乐和消费的方式。这个话题的核心是新兴的虚拟体育的兴起:电子竞技。电子竞技已经席卷了全球青少年体育界,以至于国际奥委会(IOC)希望利用其受欢迎程度,将其作为该组织工作的一部分,使奥运会对青少年更有吸引力。本研究的目的是探索2016年至2019年挪威电子竞技的发展和扩张。这是通过对102篇媒体文本的定性内容分析来完成的。研究结果表明,电子竞技有逐渐被当地体育俱乐部融入挪威体育模式的趋势。我们的材料还揭示了一种转变的趋势,即接受电子竞技为“真正的”运动。这一点通过在学校系统中引入电子竞技和挪威足球联合会(NFF)组织的国际足联全国职业联赛eSerien尤为明显。此外,样本中的文本还说明了一些群体是如何对挪威电子竞技的发展表示抵制的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Youth sport 2.0? The development of eSports in Norway from 2016 to 2019
ABSTRACT Digital technology has deeply impacted the ways in which youth play and consume sport as part of their leisure activities. Central to this topic is the rise of new virtually played sports: eSports. eSports has taken the global youth sportscape by storm – so much so that the International Olympic Committee (IOC) are looking to capitalise on its popularity as part of the organisation’s work to make the Olympic Games more attractive to youth. The aim of the current study is to explore the development and expansion of eSports in Norway from 2016 to 2019. This is done through a qualitative content analysis of 102 media texts. The findings reveal a tendency towards eSports gradually being integrated in the Norwegian sports model by local sports clubs. Our material also reveals a shifting trend towards acceptance of eSports as ‘real’ sports. This is particularly evident through the introduction of eSports in the school system and eSerien – a national professional FIFA league organised by the Norwegian Football Federation (NFF). Furthermore, the texts included in the sample also illustrates how some groups of people express resistance towards the growth of eSports in Norway.
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来源期刊
CiteScore
10.60
自引率
10.20%
发文量
36
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