Ejes para una investigación en deportes electrónicos

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Fecha
05/2017
Editorial
Universidad de Buenos Aires
Revista
Ludicamente
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Institución organizadora
ISSN
2250-723X
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Español
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Resumen
En los videojuegos, así como en los juegos en general, existen diferentes formas de jugar y motivos para hacerlo, desde el juego solitario al de grupos consolidados de jugadores y del juego casual a dedicarse intensivamente a un único juego. El presente trabajo se centra en la práctica de los videojuegos de manera competitiva, la concepción tanto de los videojuegos como deportes electrónicos como de sus jugadores como jugadores profesionales o deportistas. Los jugadores profesionales dedican grandes lapsos de tiempo a mejorar sus habilidades en juegos de computadora o consola para competir en torneos nacionales o internacionales y buscan hacer de esta actividad su sustento económico. Esta competencia y monetarización aparece asociada a una institucionalización creciente a nivel nacional e internacional sumada a una espectacularización del juego a través de transmisiones por Internet y canales de cable y eventualmente torneos con público presente. El objetivo de este trabajo es presentar los diferentes ejes y preguntas de una investigación en deportes
In videogames, as in games in general, there are different ways of playing and different reasons for doing so, from playing alone to participating in teams and from casual play to deeply dedicating oneself to a single game. This paper focuses on competitive gaming, the understanding of videogames as electronic sports and of its players as professional gamers or athletes. Professional gamers dedicate large amounts of time to developing their skills in computer or console games in order to compete in national and international tournaments, attempting, through this activity, to make their living. Competition and monetization of playing are linked to a growing development of formal and institutional regulations and structures and a growth in spectatorship through internet streaming, cable television and live audiences. The objective of this paper is to introduce the different topics and inquiries of the research I am currently conducting into electronic sports, accounting for the current principal stances on this subject and for the particular reality of this phenomenon in Argentina.
In videogames, as in games in general, there are different ways of playing and different reasons for doing so, from playing alone to participating in teams and from casual play to deeply dedicating oneself to a single game. This paper focuses on competitive gaming, the understanding of videogames as electronic sports and of its players as professional gamers or athletes. Professional gamers dedicate large amounts of time to developing their skills in computer or console games in order to compete in national and international tournaments, attempting, through this activity, to make their living. Competition and monetization of playing are linked to a growing development of formal and institutional regulations and structures and a growth in spectatorship through internet streaming, cable television and live audiences. The objective of this paper is to introduce the different topics and inquiries of the research I am currently conducting into electronic sports, accounting for the current principal stances on this subject and for the particular reality of this phenomenon in Argentina.
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