Esport: de la práctica lúdico-motora virtual a disciplina deportiva
Palabras clave:
Legislación, Esports, Videojuegos, ProfesionalesResumen
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
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