Riatti Paolo, Thiel Ansgar
Institute of Sports Science, Eberhard Karls University Tübingen, Wilhelmstraße 124, 72074 Tübingen, Germany.
Ger J Exerc Sport Res. 2022;52(3):433-446. doi: 10.1007/s12662-021-00784-w. Epub 2021 Nov 26.
Competitive computer gaming, known as electronic sport or esport, is growing and professionalizing profoundly during the past years with experts struggling to allocate it in society. This scoping review explores existing evidence and identifies potential societal impact of esport by applying the Mapping Elite Sports Societal Impact Model. Main findings included insights on the motivation of passive and active esport consumption, beneficial socializing, pedagogical or educational aspects, hegemonial clinical pictures in esport, differing popularity regarding demographics and games, and potential interference of the esport economy in traditional sports. The findings implicate a paradigm shift in the world of sport. It can be stated that esport affects society in a positive and a negative way, although the fragmented body of research has only given superficial evidence so far. Future research needs to go into detail regarding the peculiarities and find approaches of isolating the positive aspects, while reducing the negative spin-offs and allow a well-regulated handling of esport on a broad societal level.
The online version of this article (10.1007/s12662-021-00784-w) contains supplementary material, which is available to authorized users.
竞争性电脑游戏,即电子竞技,在过去几年中正在深刻地发展并走向职业化,专家们正努力将其在社会中进行定位。本综述通过应用精英体育社会影响映射模型来探索现有证据,并确定电子竞技对社会的潜在影响。主要研究结果包括对被动和主动电子竞技消费动机、有益社交、教学或教育方面、电子竞技中的主导临床症状、不同人口统计学和游戏的受欢迎程度以及电子竞技经济对传统体育的潜在干扰的见解。这些发现意味着体育界的范式转变。可以说,电子竞技对社会有积极和消极两方面的影响,尽管目前零散的研究仅给出了表面证据。未来的研究需要深入探讨其特殊性,并找到方法来分离积极方面,同时减少负面影响,并在广泛的社会层面上对电子竞技进行良好规范的管理。
本文的在线版本(10.1007/s12662-021-00784-w)包含补充材料,授权用户可获取。