理解和概念化行为成瘾中的电子竞技:文献简要概述。

Benedetta Ramella-Zampa , Giuseppe Alessio Carbone , Angelo Panno , Matheus Santos , Claudio Imperatori , Henning Budde , Eric Murillo-Rodriguez , Tetsuya Yamamoto , Sergio Machado
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引用次数: 0

摘要

当前概述的目的是介绍有关电子竞技最近现象的现有文献。采用多方面的方法,我们关注其定义,历史发展和分类,提请注意学者之间存在的关键争议。此外,我们调查了关于电子竞技是否应该被视为一项传统运动的争论,特别关注了电子竞技作为一种游戏和职业,作为体育世界文化上重要的补充而发展的两个过程:体育化和职业化。最后,我们分析了关于观众和消费的研究,以了解人们观看和玩电子竞技的原因,并指出了最近练习与电子竞技成瘾、赌博的可能发展之间的关系以及对个人健康和福祉的相关影响的数据。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Understanding and conceptualizing eSports among behavioural addictions: A brief overview of the literature.

The aim of the current overview was to present the existing literature on the recent phenomenon of eSports. Using a multifaceted approach, we focused on its definitions, historical development, and classification, drawing attention to key disputes that exist between scholars. Furthermore, we investigated the debate on whether eSports should be considered a traditional sport or not, with a particular interest in two processes that have contributed to eSports’ development as a culturally-significant addition to the world of sports, as both a game and an occupation: sportification and professionalization. Lastly, we analysed studies on spectatorship and consumption to understand why people watch and play eSports pointing out data about the recent relationship between practice and the possible development of eSport's addiction, gambling, and the related impact on individual health and wellbeing.

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来源期刊
Emerging trends in drugs, addictions, and health
Emerging trends in drugs, addictions, and health Pharmacology, Psychiatry and Mental Health, Forensic Medicine, Drug Discovery, Pharmacology, Toxicology and Pharmaceutics (General)
CiteScore
2.40
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