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E-Sports: Annotated Academic Sources and Critique of Media Sources

   

Added on  2022-12-20

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Running Head: E-SPORTS
E-SPORTS
E-Sports: Annotated Academic Sources and Critique of Media Sources_1
E-SPORTS
Introduction
Electronic sports (E-sports) include competition by use of video games. The e-sports is
conducted through an organized, multiplayer video game competition amongst professional
players. The current source of discussion deals with three academic annotations and critique of
media source of E-sports using an article.
Physiological Perspective
E-sports involve no physiological activity. E-sports are totally based on mental and
gaming with eyes and hands only (Holmes, & Delahunt, 2009). Physiologists think that E-sports
has no contribution to the functions or mechanisms within the human body, hence it cannot be
regarded as a game. In every physical sports considerable amount of physiological perspective is
involved. Hence, physiologists are against considering E-sports as a sports activity altogether.
E-sports players need to have a management of health (Hallmann, & Giel, 2018). This
would enable them to manage their physiological and physical concentration on playing of the
game. E-sports athletes have realized the importance of a healthy physiology contributing them
to playing a healthy game. Currently, there has been very less focus on the management of
physiology of e-sports players. There are a number of inquiries related to gaming, lifestyle habits
and musculoskeletal complaints from playing in a eSports competition. Therefore, physiologists
regards this domain as critical and important in management of health and well-being of such
athletes.
Academic Sources
Sociologically Significance
Heere, B. (2018). Embracing the sportification of society: defining e-sports through a
polymorphic view on the sport. Sport Management Review, 21(1), 21-24.
The sociology of sports evaluates sports as a social phenomenon. Sociology concerns the
relationship between various sports and sociology along with various patterns, socio-cultural
structures and organizations or groups that are connected with the sport. Sociology evaluates the
positive impact associated with E-sports along with impacts on the individual and society as a
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E-Sports: Annotated Academic Sources and Critique of Media Sources_2
E-SPORTS
whole in socially, financially and economic manner. E-sports has been recently gaining
significance in recent times. In recent cultural ideologies, E-sports has been gaining significant
intersection with social institutions such as family and government. The government is also
taking key interests in the regularization of these sports activities.
Martončik, M. (2015). e-Sports: Playing just for fun or playing to satisfy life
goals?. Computers in Human Behavior, 48, 208-211.
Sociologists have been concerned about youth recent being interested in E-sports. Videogames
have been traditionally treated as a leisure activity, played best without any monetary value for
its players. Players in sports have indicated the height of athletic achievements. Sports over the
years has been defined by the physical accomplishments of women and men.
Simonson, S. R. (2015). Establishing common course objectives for undergraduate
exercise physiology. Advances in physiology education, 39(4), 295-308.
The earliest video game competition took place on the 19th of October 1972 at the Stanford
University for Spacewar game. A grand prize with year’s subscription for Rolling Stone was
gathered through subscriptions. Later the growth of online video games started in 1990 till 1999
with the fighting game of Street Fighter II that further popularized competition between two
players.
E-sports in education especially in universities have gained significant importance. The
advantage of e-sports in the field of education is that it creates interests towards internet surfing
and creating network connections. The disadvantages of e-sports in the field of education is that
it demotivates students from education.
Landolfi, E. (2013). Exercise addiction. Sports medicine, 43(2), 111-119.
Capitalism in sports is a reality and especially in E-sports. There are few private entities
who control and direct sports and videogames in E-sports. Presence of capitalism in e-sports
includes sponsoring teams, promotions and broadcasting structured by the capitalists.
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E-Sports: Annotated Academic Sources and Critique of Media Sources_3

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