Abstract

The development of science and technology in the 21st century is increasingly rapid, as can be seen by the race of telecommunications companies to create communication tools that offer convenience. As a global industry considered from a financial perspective, eSport is receiving attention from various circles and is being developed to increase competition interest and financial benefits. Sports usually include forms of physical exercise that require strength, endurance, and motor skills. Sports and eSport are different. eSport players don't always move physically despite participating in competitions and rivalries. According to some experts, eSport are a subset of sports. The method used is library research in the form of article review. The implementation of library research consists of investigating, mapping, combining, and evaluating previous research findings on a particular topic or field of knowledge. This method uses various sources of information, including primary articles (n=29). The point is that eSport players tend to be sedentary lifestyle players, which results in problems with fitness and health, so it is not in accordance with the impact of traditional sports physical activities that use large muscles to move body parts while moving. The status of eSport in sport is being questioned in Sport Science studies, as it does not have a positive impact on the fitness and health of eSport players unlike traditional sports athletes. It is increasingly clear that eSport should be seen as electronic entertainment and competition rather than as part of a sport that includes dominant physical activity.

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