학술논문

A study on the popularization of eSports : Focusing on the Awareness of Korean eSports Users and Policy
e스포츠의 대중화 방안 연구 : 한국 e스포츠 이용자들의 인식과 국내 정책을 중심으로
Document Type
Article
Text
Source
e스포츠 연구: 한국e스포츠학회지, 12/31/2022, Vol. 4, Issue 2, p. 93-105
Subject
e스포츠
스포츠
셧다운제
브레이크 댄스
당구
eSports
sports
Shutdown
Breaking Dance
Billiards
Language
English
Abstract
Academia continues to debate whether eSports should be recognized as a sporting event. In particular, the controversy has been accelerating as eSports was adopted as an official event at the 2022 Hangzhou Asian Games. However, as times change, public awareness and culture change, and the concept defined by the public is bound to change. The study first looked at the current location of eSports recognized by Korean eSports users. Next, researchers sought to explore the direction of popularization of eSports in consideration of views of eSports and the government’s eSports policy. As a research method, a structured survey was conducted on people in their 10s and 40s 1) to emphasize the similarities and differences between traditional sports and eSports, and 2) to identify the most important elements of incorporating eSports into the sports field. As we look at the process of breaking dance and billiards being incorporated into the realm of sports, it suggests the direction in which eSports can fit the category of sports.