Abstract

During the last 15 years an era known as "the information and knowledge society" has begun (Vera, 2015). Evidence of this is the extensive development of information technologies in Colombia, which has shaped an entire eSports industry that has generated entrepreneurial opportunities and significant revenues. In other countries such as Spain, where eSports-related issues have been around for longer, the trend has been positive in economic and social terms: it is estimated that 3 out of every 4 children between 8 and 13 years old have a video game console at home, and play on average 25 minutes a day, or the equivalent of 152 hours a year (Castillo, 2007). Likewise, The Pew Internet & American Life Project estimates that 8 out of 10 American children have a video game console at home, that more than half have 2 or more, and that 66% of young people play or download games online (Lenhart, 2007). However, when comparing the above figures in Colombia, it is possible to note a technological lag that marks a distance from European and North American countries where there is a boom in eSports, where they are already considered official. This article aims to present a characterization of the eSports industry in Colombia to 2020, in order to contribute to the formalization of these sports in the country, which are currently experiencing a massive popularization from different social spheres. This research was carried out from a descriptive approach: an interview was conducted with the president of the Colombian Federation of eSports (Fedecolde), a content review of the website of that entity was made, its databases were accessed to identify proligas and proclubes that are constituted nationally by departments and municipalities. It was also useful to outline a profile of gamers from an online survey, and to establish the stakeholders that have been linked to the Federation. It can be concluded that the eSports industry in Colombia is incubating its best part: little by little it has achieved acceptance in society and young people are turning their attention to this type of initiatives that offer diverse possibilities for economic growth and different cultural practices.

Highlights

  • During the last 15 years an era known as "the information and knowledge society" has begun (Vera, 2015)

  • Las organizaciones que conforman los eSports en Colombia están constituidas en 18 proligas: Antioquia, Atlántico, Distrito Capital de Bogotá, Bolívar, Boyacá, Caldas, Cauca, Cundinamarca, Guajira, Huila, Magdalena, Meta, Nariño, Risaralda, Santander, Sucre, Tolima, Valle del Cauca

  • Dispositivos Los teléfonos celulares son un punto crucial, ya que esta plataforma permite a las personas estar más cerca de los eSports, así como también observar las partidas a través de estos dispositivos, como en Europa, en donde en ciertos canales de televisión tienen un espacio para mostrar las novedades y los reportajes de las competencias vigentes en ese momento

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Summary

ARTIGO ORIGINAL

Resumo Nos últimos 15 anos começou uma era conhecida como "sociedade da informação e do conhecimento" (Vera, 2015). Noutros países como a Espanha, onde as questões de eSports existem há mais tempo, a tendência tem sido positiva em termos económicos e sociais: estima-se que 3 em cada 4 crianças entre os 8 e os 13 anos tenham uma consola de jogos de vídeo em casa, e joguem em média 25 minutos por dia, ou o equivalente a 152 horas por ano (Castillo, 2007). Este artigo visa apresentar uma caracterização da indústria do eSports na Colômbia até 2020, a fim de contribuir para a formalização destes desportos no país, que estão actualmente a experimentar uma popularização maciça a partir de diferentes esferas sociais. Pode concluir-se que a indústria de eSports na Colômbia está a incubar a sua melhor parte: tem ganho gradualmente aceitação na sociedade e os jovens estão a voltar a sua atenção para este tipo de iniciativas que oferecem diversas possibilidades de crescimento económico e diferentes práticas culturais.

Los eSports o deportes electrónicos
Menos Representativas
Tipo de juego
Inversionistas y empresas
Findings
Conclusões e recomendações
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