TY - JOUR
T1 - Understanding and conceptualizing eSports among behavioural addictions
T2 - A brief overview of the literature.
AU - Ramella-Zampa, Benedetta
AU - Carbone, Giuseppe Alessio
AU - Panno, Angelo
AU - Santos, Matheus
AU - Imperatori, Claudio
AU - Budde, Henning
AU - Murillo-Rodriguez, Eric
AU - Yamamoto, Tetsuya
AU - Machado, Sergio
N1 - Publisher Copyright:
© 2022
PY - 2022/1/1
Y1 - 2022/1/1
N2 - The aim of the current overview was to present the existing literature on the recent phenomenon of eSports. Using a multifaceted approach, we focused on its definitions, historical development, and classification, drawing attention to key disputes that exist between scholars. Furthermore, we investigated the debate on whether eSports should be considered a traditional sport or not, with a particular interest in two processes that have contributed to eSports’ development as a culturally-significant addition to the world of sports, as both a game and an occupation: sportification and professionalization. Lastly, we analysed studies on spectatorship and consumption to understand why people watch and play eSports pointing out data about the recent relationship between practice and the possible development of eSport's addiction, gambling, and the related impact on individual health and wellbeing.
AB - The aim of the current overview was to present the existing literature on the recent phenomenon of eSports. Using a multifaceted approach, we focused on its definitions, historical development, and classification, drawing attention to key disputes that exist between scholars. Furthermore, we investigated the debate on whether eSports should be considered a traditional sport or not, with a particular interest in two processes that have contributed to eSports’ development as a culturally-significant addition to the world of sports, as both a game and an occupation: sportification and professionalization. Lastly, we analysed studies on spectatorship and consumption to understand why people watch and play eSports pointing out data about the recent relationship between practice and the possible development of eSport's addiction, gambling, and the related impact on individual health and wellbeing.
KW - Behavioural addiction
KW - Mental health
KW - Traditional sports
KW - eSports
UR - http://www.scopus.com/inward/record.url?scp=85171962606&partnerID=8YFLogxK
U2 - 10.1016/j.etdah.2022.100048
DO - 10.1016/j.etdah.2022.100048
M3 - Artículo de revisión
AN - SCOPUS:85171962606
SN - 2667-1182
VL - 2
JO - Emerging Trends in Drugs, Addictions, and Health
JF - Emerging Trends in Drugs, Addictions, and Health
M1 - 100048
ER -