Esport from virtual motor practice to sporting discipline

Authors

  • Rosario Ceruso Dipartimento di Nutrizione, sport e benessere, Università Telematica Pegaso (Napoli, Italy); Dipartimento di Neuroscienze, Biomedicina e Movimento, Università degli studi di Verona (Verona, Italy) – rosario.ceruso@univr.it https://orcid.org/0000-0002-5656-7490

Keywords:

Legislation, Esports, Video games, Professionals

Abstract

The purpose is to analyse and compare the development of eSports worldwide by examining the different practical and legislative applications. A literature review and document review are performed to understand the current state of eSports worldwide, in Europe and in Italy. A comparison of eSports legislation and policies in different jurisdictions is performed, highlighting similarities and differences. In South Korea in 2000, the Ministry of Culture, Sports and Tourism established the Korean eSport Association; in the United States, the ‘California Interscholastic Federation’ (CIF) was established, which recognised eSport as an official sport in high schools; in 2017, the International Olympic Committee recognised eSport as a sporting activity; in France, legislative regulation for eSport was initiated in 2016. eSports represent a rapidly growing form of competition with a significant impact on gaming culture and industry.

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Published

2024-08-09

How to Cite

Ceruso, R. (2024). Esport from virtual motor practice to sporting discipline. Formazione & Insegnamento, 22, 7173. Retrieved from https://ojs.pensamultimedia.it/index.php/siref/article/view/7173

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