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Esports matrix: Structuring the esports research agenda

机译:体育矩阵:制定体育研究议程

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摘要

The popularity of Electronic Sports (esports) have grown tremendously in the last few years, becoming one of the most popular forms of digital entertainment. Despite continued growth, definitions and classifications of esports remain elusive, and the industry is still considered by many to be in its infancy. Understanding of esports originate from diverse, sometimes conflicting fields, which has created fragmented interpretations of its definition, positioning and core components. This has hindered esports from embracing opportunities afforded by emerging digital technologies and progressing as a distinct field. The purpose of this conceptual paper is threefold, to redefine esports, propose a unified framework to capitalise on esports business potential, and inspire a more structured future esports research agenda. The proposed esports Matrix, presents four distinct realms that distinguish esports; esports as a representation of current physical sports (sports digitalisation), esports as traditional (multi-player) game experience (competitive multiplayer computer games), esports that modify existing sports, player rules and setups through digital augmentations (digitally enhanced sports), and new types of esports involving emerging technologies such as virtual and augmented reality (immersive reality sports). The esports Matrix was developed incorporating industry expertise thus verifying its suitability and relevance to advance conceptual and empirical understanding, and importantly, facilitating a more structured approach, to enable businesses to realise the potential of esports.
机译:电子体育(Esports)的普及在过去几年中已经大幅增加,成为最受欢迎的数字娱乐形式之一。尽管持续增长,但埃斯波特的定义和分类仍然难以捉摸,而且该行业仍被认为是许多人在其初期阶段。对ESPorts的理解源自不同,有时相互冲突的字段,这已经创建了对其定义,定位和核心组件的碎片解释。这阻碍了Esports来自提供了新兴数字技术提供的机会,并以截然不同的领域进展。这篇概念论文的目的是三倍,重新定义Esports,提出了一个统一的框架,以利用Esports业务潜力,并激发更具结构化的未来Esports Reporience议程。建议的esports矩阵,呈现了区分ESPorts的四个不同的领域; Esports作为当前体育运动(体育越来越体)的代表,作为传统(多人)游戏经验(竞争多人)游戏经验(竞争多人游戏),通过数字增强(数字增强体育)修改现有运动,播放器规则和设置的esports涉及虚拟和增强现实(沉浸式现实体育)等新兴技术的新型Esports。 ESPorts矩阵是制定的,制定了行业专业知识,从而验证其适用性和相关性,以提高概念和经验理解,重要的是,促进更具结构化的方法,使企业能够实现ESPORTS的潜力。

著录项

  • 来源
    《Computers in Human Behavior》 |2021年第4期|106671.1-106671.13|共13页
  • 作者单位

    Manchester Metropolitan Univ Dept Operat Technol Events & Hospitality Manageme Manchester Lancs England|Manchester Metropolitan Univ Fac Business & Law All St Campus Manchester M15 6BH Lancs England|Manchester Metropolitan Univ Manchester Lancs England;

    Breda Univ Appl Sci Breda Netherlands;

    Breda Univ Appl Sci Breda Netherlands;

    Manchester Metropolitan Univ Dept Operat Technol Events & Hospitality Manageme Manchester Lancs England|Manchester Metropolitan Univ Fac Business & Law All St Campus Manchester M15 6BH Lancs England|Manchester Metropolitan Univ Manchester Lancs England;

  • 收录信息
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

    Esports; Immersive technologies; Digitisation;

    机译:ESPORTS;沉浸式技术;数字化;

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