Esports y cienciasintonizando con el fenómeno de los deportes electrónicos

  1. Báscón Seda, Antonio 1
  2. Rodríguez-Sánchez, Augusto R.
  1. 1 Universidad de Sevilla
    info

    Universidad de Sevilla

    Sevilla, España

    ROR https://ror.org/03yxnpp24

Revista:
Cultura, ciencia y deporte

ISSN: 1696-5043

Año de publicación: 2020

Volumen: 15

Número: 45

Páginas: 341-352

Tipo: Artículo

DOI: 10.12800/CCD.V15I45.1512 DIALNET GOOGLE SCHOLAR lock_openDialnet editor

Otras publicaciones en: Cultura, ciencia y deporte

Resumen

Los cambios culturales sufridos en las últimas décadas han originado diferentes fenómenos emergentes que han irrumpido en nuestro tiempo. Los deportes electrónicos (esports) se han consolidado como uno de ellos, dando lugar a su estudio desde múltiples áreas, especialmente desde las ciencias de la actividad físico-deportiva (ocio, rendimiento, profesionalización…). Por todo ello, el presente trabajo ilustra cómo el mundo científico-académico está abordando este fenómeno en la actualidad, sirviéndose del protocolo PRISMA-P para revisiones sistemáticas y de las bases de datos Scopus y Web of Science como fuentes principales de información. Los resultados aportan un total de 106 trabajos en torno a la temática, que se han categorizado en cuatro ejes: actividad física y salud; concepto de deporte; los esports como fenómeno social; y marketing y marco legal. Como resultado principal, se aprecia que hay un escaso corpus de conocimiento científico-académico sobre esports, en comparación con el impacto social del mismo. La dispersión en las temáticas desde las que se aborda se debe, fundamentalmente, al casi inexistente marco regulatorio legal, además de lo abstracto del fenómeno para explicarlo desde el concepto tradicional de deporte.

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