Esport: de la práctica lúdico-motora virtual a disciplina deportiva

Autores/as

  • 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

Palabras clave:

Legislación, Esports, Videojuegos, Profesionales

Resumen

El objetivo es analizar y comparar el desarrollo de los eSports a nivel mundial, examinando las diferentes aplicaciones prácticas y legislativas. Se realiza una revisión de la literatura y de documentos para comprender el estado actual de los eSports a nivel mundial, europeo e italiano. Se efectúa una comparación de las legislaciones y políticas sobre eSports en diferentes jurisdicciones, destacando similitudes y diferencias. En Corea del Sur en el año 2000, el Ministerio de Cultura, Deporte y Turismo estableció la Asociación Coreana de eSports; en Estados Unidos, se estableció la ‘Federación Interescolar de California’ (CIF), que reconoció los eSports como un deporte oficial en las escuelas secundarias; en 2017, el Comité Olímpico Internacional reconoció los eSports como una actividad deportiva; en Francia, la regulación legislativa para los eSports se inició en 2016. Los eSports representan una forma de competencia en rápido crecimiento con un impacto significativo en la cultura y la industria del juego.

Citas

Bányai, F., Griffiths, M. D., Király, O., & Demetrovics, Z. (2019). The Psychology of Esports: A Systematic Literature Review. Journal of Gambling Studies, 35(2), 351–365. https://doi.org/10.1007/s10899-018-9763-1

Burroughs, B., & Rama, P. (2015). The eSports Trojan Horse: Twitch and Streaming Futures. Journal For Virtual Worlds Research, 8(2). https://doi.org/10.4101/jvwr.v8i2.7176

CONI - Comitato Olimpico Nazionale Italiano, & E-Sport ITALIA. (2022). Protocollo d’Intesa. https://www.coni.it/images/1-Primo-Piano-2021/1-Primo_Piano-2022/Protocollo_ESports_Italia1.pdf

Decreto Legislativo 28 febbraio 2021, n. 37: Attuazione dell’articolo 6 della legge 8 agosto 2019, n. 86, recante misure in materia di rapporti di rappresentanza degli atleti e delle societa’ sportive e di accesso ed esercizio della professione di agente sportivo (21G00042). (2021). Gazzetta Ufficiale Serie Generale, 162(67), 28–34. https://www.gazzettaufficiale.it/eli/id/2021/03/18/21G00042/sg

D’Elia, F., D’Isanto, T., Esposito, G., Altavilla, G., & Raiola, G. (2023). Physical activity and sports science in Italian scientific research products. Health, Sport, Rehabilitation, 9(2), 38–47. https://doi.org/10.34142/HSR.2023.09.02.03

D’Isanto, T., Altavilla, G., Esposito, G., Raiola, G., & D’Elia, F. (2023). Physical activity and sports sciences field in Italian scientific research products and its distinct composition in biomedicine, exercise and sports sciences and pedagogy domains. Sport Sciences for Health, 19(3), 987–991. https://doi.org/10.1007/s11332-023-01045-z

European Parliament resolution of 10 November 2022 on esports and video games (2022/2027(INI)). (2023). Official Journal of the European Union, 2023/C(161/01). https://eur-lex.europa.eu/legal-content/EN/TXT/?uri=CELEX:52022IP0388

Gaudiosi, J. (2015). How Red Bull is investing in esports athletes. Fortune.Com. http://fortune.com/2015/06/12/redbull-esports-lab/

Griffiths, M. (2017). The Psychosocial Impact of Professional Gambling, PRofessional Video Gaming & eSports. CGI Magazine, 28, 59–63. https://irep.ntu.ac.uk/id/eprint/30079/1/7570_Griffiths.pdf

Hallmann, K., & Giel, T. (2018). eSports – Competitive sports or recreational activity? Sport Management Review, 21(1), 14–20. https://doi.org/10.1016/j.smr.2017.07.011

Hamari, J., & Sjöblom, M. (2017). What is eSports and why do people watch it? Internet Research, 27(2), 211–232. https://doi.org/10.1108/IntR-04-2016-0085

Hilvoorde, I. V., & Pot, N. (2016). Embodiment and fundamental motor skills in eSports. Sport, Ethics and Philosophy, 10(1), 14–27. https://doi.org/10.1080/17511321.2016.1159246

Jenny, S. E., Manning, R. D., Keiper, M. C., & Olrich, T. W. (2017). Virtual(ly) Athletes: Where eSports Fit Within the Definition of “Sport”. Quest, 69(1), 1–18. https://doi.org/10.1080/00336297.2016.1144517

Jin, D. Y. (2010). Korea’s Online Gaming Empire. The MIT Press. https://doi.org/10.7551/mitpress/9780262014762.001.0001

Lee, D., Cheon, W., Judge, L., Shin, H., & Kim, K. (2012). Motives and marketing stimuli affecting esports consumption: Cross-cultural perspectives. International Journal of Sport Management, 13(2), 203–223.

Lee, D., & Schoenstedt, L. J. (2011). Comparison of eSports and Traditional Sports Consumption Motives. ICHPER-SD Journal of Research, 6(2), 39–44. https://eric.ed.gov/?id=EJ954495

LOI n° 2016-1321 du 7 octobre 2016 pour une République numérique (NOR: ECFI1524250L). (2016). Journal Officiel de la République Française, 235, 1. https://www.legifrance.gouv.fr/eli/loi/2016/10/7/ECFI1524250L/jo/article_102

MBA@Syracuse. (2020). With Viewership and Revenue Booming, Esports Set to Compete with Traditional Sports [Institutional website]. Syracuse University Blog. https://onlinegrad.syracuse.edu/blog/esports-to-with-traditional-sports/

Olympics.com. (2023, October 14). Il Presidente del CIO Thomas Bach: Esploriamo progetti per lanciare gli Olympic Esports Games L’annuncio è stato fatto durante la cerimonia di apertura della 141esima Sessione del CIO a Mumbai. Olympics.Com. https://olympics.com/it/notizie/presidente-cio-thomas-bach-esploriamo-progetti-per-lanciare-gli-olympic-esports-games

Raiola, G. (2014). Motor Control and Learning Skills According to Cognitive and Ecological Dynamic Approach in a Vision on Behaviorism, Cognitive, Gestalt and Phenomenology Theories. Mediterranean Journal of Social Sciences. https://doi.org/10.5901/mjss.2014.v5n15p504

Raiola, G., & Altavilla, G. (2020). Testing motor skills, general and special coordinative, in young soccer. Journal of Human Sport and Exercise - 2020 - Winter Conferences of Sports Science. Journal of Human Sport and Exercise - 2020 - Winter Conferences of Sports Science. https://doi.org/10.14198/jhse.2020.15.Proc2.11

Reitman, J. G., Anderson-Coto, M. J., Wu, M., Lee, J. S., & Steinkuehler, C. (2020). Esports Research: A Literature Review. Games and Culture, 15(1), 32–50. https://doi.org/10.1177/1555412019840892

Seo, Y. (2016). Professionalized consumption and identity transformations in the field of eSports. Journal of Business Research, 69(1), 264–272. https://doi.org/10.1016/j.jbusres.2015.07.039

Steinkuehler, C. (2020). Esports Research: Critical, Empirical, and Historical Studies of Competitive Videogame Play. Games and Culture, 15(1), 3–8. https://doi.org/10.1177/1555412019836855

Wattanapisit, A., Wattanapisit, S., & Wongsiri, S. (2020). Public Health Perspectives on eSports. Public Health Reports, 135(3), 295–298. https://doi.org/10.1177/0033354920912718

Publicado

2024-08-09

Cómo citar

Ceruso, R. (2024). Esport: de la práctica lúdico-motora virtual a disciplina deportiva. Formazione & Insegnamento, 22, 7173. Recuperado a partir de https://ojs.pensamultimedia.it/index.php/siref/article/view/7173

Número

Sección

Artículos

Categorías