Frontiers in Psychology | |
A milestone in the era of esports: The Olympics through the lens of virtual reality | |
article | |
Bogdan Anðelić1  Antonino Bianco1  Nemanja Maksimović2  Nikola Todorović2  Patrik Drid2  | |
[1] Sport and Exercise Sciences Research Unit, University of Palermo;Faculty of Sport and Physical Education, University of Novi Sad | |
关键词: eSports; virtual reality; physical activity; Video Games; Olympics; | |
DOI : 10.3389/fpsyg.2022.990189 | |
学科分类:社会科学、人文和艺术(综合) | |
来源: Frontiers | |
【 摘 要 】
Whether the International Olympic Committee (IOC) ever includes electronic sports (esports) in the official program of the Olympic Games, the popularity of competitive gaming continues to grow—sports present a modern audience powerhouse the world cannot fail to notice. By the end of 2025, the number of viewers in esports is expected to reach 640.8 million and revenue growth of 1,866.2 billion U.S. dollars (Gough, 2022). Over 170 colleges in the United States have established varsity esports teams and offer esports players' educational opportunities, including partial or full scholarships (Lyman, 2022). Esports has also found its place in schools, largely influencing the youth (Rothwell and Shaffer, 2019). Additionally, numerous NBA teams have entered the esports race, and even Usain Bolt owns an esports team (Gardner, 2022), perhaps better illustrating esports' global prevalence.
【 授权许可】
CC BY
【 预 览 】
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RO202307160005817ZK.pdf | 222KB | download |