Esports Legitimacy in Sports: Literature Review
DOI:
https://doi.org/10.35706/jlo.v2i2.5357Abstract
The debate about esports being included in the sports category is still ongoing even though there are studies that have stated that esports is a sport. This is the basis for this article to be written using the literature review method. This method was taken because there is still an assumption that esports is a game-playing activity that only aims to make a profit. The articles are used as a basis that the definition of esports is not only limited to playing games and making profits. In addition, the perception of esports is only limited to playing video games, even though the essence of esports is more than that. It is undeniable that esports is closely related to the economy, but through this article, the study of esports is not only seen from one side but also other characteristics that can make esports accepted as a sport. The conclusion of this article is that esports can be categorized into sports by applying the values and characteristics of the sport. Such as being competitive, having rules, carried out with physical activity, training according to the program from the coach, paying attention to the nutrition of players, as well as the professionalism of players in carrying out the game
Downloads
References
Abraham, H. (2019). 5 Fakta Bahwa E-Sport Memang Tergolong Olahraga. Idntimes.Com.
Baltezarević, R., & Baltezarević, B. (2018). THE IMPACT OF VIDEO GAMES ON THE eSPORTS FORMATION. Facta Universitatis, Series: Physical Education and Sport, 16(1), 137. https://doi.org/10.22190/fupes170614012b
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
Barus, L. (2018). 4 Alasan Mengapa Esports Adalah Olahraga. Esportnesia.
Bessy Sitorus, P. (2015). Peranan olahraga dalam meningkatkan kesehatan. Jurnal Pengabdian Kepada Masyarakat, 21, 65–72.
Breuer, C., Wicker, P., & Von Hanau, T. (2012). Consequences of the decrease in volunteers among German sports clubs: is there a substitute for voluntary work? International Journal of Sport Policy and Politics, Vol. 4, No. 2, Pp.173–186., 4(2), 173–186.
Committee of Ministers. (2001). ON THE REVISED EUROPEAN SPORTS CHARTER. Council of Europe.
Craddock, D. (2016). DOTA 2 International is offering more than $20 million in prize money. Shack News.
Deutscher Olympischer Sportbund. (2014). Aufnahmeordnung des DOSB. Deutscher Olympischer Sportbund.
Difrancisco-Donoghue, J., Balentine, J., Schmidt, G., & Zwibel, H. (2019). Managing the health of the eSport athlete: An integrated health management model. BMJ Open Sport and Exercise Medicine, 5. https://doi.org/10.1136/bmjsem-2018-000467
Edgar, A. (2019). Esport. Sport, Ethics and Philosophy, 13(1), 1–2. https://doi.org/10.1080/17511321.2019.1558558
ESL. (2016). ESL One Cologne kehrt als das CS:GO-Highlight des Jahres 2017 zurick. ESL.
Graham, B. A. (2017). eSports to be a medal event at 2022 Asian Games. Sport The Guardian.
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
Hilvoorde, I. van, & 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
Huk, T. (2019). The social context of the benefits achieved in eSport. New Educational Review. https://doi.org/10.15804/tner.2019.55.1.13
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/https://doi.org/10.1080/00336297.2016.1144517
Keefer, J. (2017). DOTA 2 International 2017 Prize Pool Sets Esports Record. Shack News.
Kurniawan, F. (2020). E-Sport Dalam Fenomena Olahraga Kekinian. Jorpres (Jurnal Olahraga Prestasi), 15(2), 61–66. https://doi.org/10.21831/jorpres.v15i2.29509
Lokhman, N., Karashchuk, O., & Kornilova, O. (2018). Analysis of eSports as a commercial activity. Problems and Perspectives in Management, 16(1), 207–213. https://doi.org/10.21511/ppm.16(1).2018.20
Merwin, C., Masura, S., Piyush, M., Toschiya, H., Terry, H., & Alexander, D. (2018). The World of Games: eSports: From Wild West to Mainstream. Equity Research, October, 37.
Miles. (2017). EU court says bridge is a sport, should be tax-exempt in Britian. The Economic Times.
Sigit Purworaharjo, G. F. (2018). Tinjauan Literatur Secara Sistematis Pada Self-Service Business Intelligence. Konferensi Nasional Sistem Informasi (KNSI), 986–990. http://jurnal.atmaluhur.ac.id/index.php/knsi2018/article/view/482/407
Sjöblom, M., & Hamari, J. (2017). Why do people watch others play video games? An empirical study on the motivations of Twitch users. Computers in Human Behavior, 75, 985–996. https://doi.org/10.1016/j.chb.2016.10.019
Southern, N. (2017). The rise of eSports : A new audience model and a new medium? (Issue July).
Sumartiningsih, S. (2011). Variasi Tipologi dan Prestasi Atlet (Ditinjau dari Atlet Jawa Timur pada PON XVII). Media Ilmu Keolahragaan Indonesia, 1(1). https://doi.org/10.15294/miki.v1i1.1134
Warren, J. M., Ekelund, U., Besson, H., Mezzani, A., Geladas, N., & Vanhees, L. (2010). Assessment of physical activity - A review of methodologies with reference to epidemiological research: A report of the exercise physiology section of the European Association of Cardiovascular Prevention and Rehabilitation. European Journal of Cardiovascular Prevention and Rehabilitation, 17(2), 127–139. https://doi.org/10.1097/HJR.0b013e32832ed875
Witkowski, E. (2012). On the digital playing field: How we “do sport” with networked computer games. Games and Culture, 7(5), 349–374. https://doi.org/10.1177/1555412012454222
World Health Organization. (2017). Physical activity. World Health Organization.
Additional Files
Published
How to Cite
Issue
Section
Citation Check
License
Copyright (c) 2021 Jurnal Literasi Olahraga

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.