Esport da pratica ludico motoria virtuale a disciplina sportiva

Autori

  • 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

Parole chiave:

Legislazione, esports, videogiochi, professionisti

Abstract

L'obiettivo è analizzare e confrontare lo sviluppo degli eSport a livello mondiale tramite la presa in esame delle diverse applicazioni pratiche e legislative. Viene eseguita una revisione della letteratura e una documentale per comprendere lo stato attuale degli eSport a livello mondiale, europeo e italiano. Viene eseguito un confronto tra legislazioni e politiche relative agli eSport in diverse giurisdizioni, evidenziando similitudini e differenze. In Corea del Sud nel 2000 il ministero della Cultura, dello sport e del turismo dà vita alla Korean eSport Association; negli Stati Uniti è stata istituita la California Interscholastic Federation (CIF), che ha riconosciuto gli eSport come sport ufficiali nelle scuole superiori; nell'anno 2017 il Comitato Internazionale Olimpico riconosce gli eSport come attività sportiva; in Francia nell'anno 2016 viene avviata una regolamentazione legislativa per gli eSport. Gli eSport rappresentano una forma di competizione in rapida crescita, con un impatto significativo sulla cultura e sull'industria del gioco.

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Pubblicato

2024-08-09

Come citare

Ceruso, R. (2024). Esport da pratica ludico motoria virtuale a disciplina sportiva. Formazione & Insegnamento, 22, 7173. Recuperato da https://ojs.pensamultimedia.it/index.php/siref/article/view/7173

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