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Collegiate eSport: Where Do We Fit In?

机译:ColleGiate Esport:我们在哪里适合?

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Imagine a parent telling their child to come inside to practice their video games in hopes of getting a scholarship to college. This is the new and quickly evolving reality of eSport. There are currently 22 colleges that recognize eSport as a collegiate varsity team. Five of these 22 offered eSport scholarships for the 2015 to 2016 academic year. Robert Morris University was the first school to sanction eSport as a varsity sport and 17 of their eSport athletes are on 70% scholarship (1). The popularity of eSports is growing at a rapid pace. However, like many individuals in the health profession, you might lack familiarity of this new phenomena. eSports is electronic gaming, also referred to as programing or competitive video gaming. Competitive video gaming has a global audience of more than 320 million, and it is being included in the 2022 Asian Games. It is being considered by the International Olympic Committee to be included in the Paris 2024 Olympic Games. eSports broadcasts games via the internet on a social platform through Twitch.tv. More people watched the League of Legends World Championship (32 million) than the Major League World Series (14.9 million) and the NCAA Basketball Final Four (15.7 million) (2,3). In 2017, it generated more than 400 million dollars in revenue (4). Goldman Sachs valued eSports at US $500 million in 2016, and by 2020 predicts it to generate more than US $1 billion (4). The grand prize for winning the championship can go as high as US $20 million. Smaller schools are starting to take notice and jump on board as a way to increase enrollment numbers. It brings new attention to colleges and a new type of student to enhance college recognition. The New York Institute of Technology created an eSport team in January 2017 with 8 players. Within one competitive season, it has grown to 37 players. "This will be the first full year that the team competes. I expect them to compete at the highest level possible, just the same as I expect from the traditional sports teams. They are a part of our department and my expectation of them is the same as the rest of our programs," says Daniel Velez, director of Intercollegiate Athletics at the New York Institute of Technology.
机译:想象一下,一位父母告诉他们的孩子进入里面,以练习他们的视频游戏,希望获得学院的奖学金。这是Esport的新的快速发展现实。目前有22所学院,以识别竞争为大学校准团队。这22个中的五个提供了2015年至2016年学年的Esport奖学金。 Robert Morris大学是第一批制裁竞技制裁的学校,作为校准体育体育,其中17名被竞技运动员奖学金(1)。 Esports的普及以快速的速度增长。然而,与卫生界的许多人一样,您可能缺乏这种新现象的熟悉。 Esports是电子游戏,也称为编程或竞争视频游戏。竞争视频游戏有一个超过320万的全球观众,它被列入2022年亚运会。它被国际奥委会考虑在巴黎2024年奥运会中纳入。 Esports通过Twitch.tv在社交平台上通过互联网播放游戏。更多的人观看了传说世界锦标赛(3200万)的联盟,而不是主要的联赛世界系列(1490万)和NCAA篮球最终四(1570万)(2,3)。 2017年,它在收入中产生了超过4亿美元(4)。高盛在2016年的5亿美元的高盛价值估价,到2020年预测它会产生超过10亿美元(4)。赢得锦标赛的大奖可以高达2000万美元。较小的学校开始通知并跳上船上,以便增加入学人数。它为高校和新型学生带来了新的关注,以提升大学认可。纽约理工学院于2017年1月创造了一个竞技队,8名球员。在一个有竞争力的季节,它已经成长为37名球员。 “这将是球队竞争的第一个整整一年。我希望他们能够以最高水平竞争,就像我对传统运动队的期望一样。他们是我们部门的一部分,我对他们的期望是与我们的其余部分相同,“纽约理工学院际田径竞技总监Daniel Velez说。

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