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International Journal of
Physical Education, Exercise and Sports
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VOL. 4, ISSUE 1 (2022)
Analysis on e-sport as a new sport category
Authors
Khudzaifah, Agus Kristiyanto, Tri Aprilijanto Utomo
Abstract
Digital technology has developed fast and it gives a lot of benefit for people in many aspect including sports. There is an increasing number of e-sport communities in Sukoharjo consisting of teenagers from the age range of 15-18 where these ages are considered productive age with high risk of technology, internet, and game online use problems. Addiction to online game is one of the cases which causes the decline of public interest towards e-sport and it impacts on the low development of e-sport. This study shows that the desire to play e-sport basically comes from within oneself or from friends’ encouragement. During productive age, e-sport is merely a hobby or temporary entertainment. Facilities is a dominant factor to support talent in participating in e-sport competition. Parent’s role also becomes a facility which needs to be considered because parent’s perception affects gamers’ skill and ability. Negative perception from public towards game can be an opportunity to show that games can turn into a productive hobby. To enhance one’s ability in e-sport, participation in competition and community is needed so that gamers can improve their skills and expand their social networks.
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Pages:40-44
How to cite this article:
Khudzaifah, Agus Kristiyanto, Tri Aprilijanto Utomo "Analysis on e-sport as a new sport category". International Journal of Physical Education, Exercise and Sports, Vol 4, Issue 1, 2022, Pages 40-44
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