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Study of the University Electronic Games E-sports League and Its E-sports Players
52-61Views:153E-sports are competitive video games coordinated by different leagues and organisations. E-sports players belong to teams or different managements, which are sponsored by various economic companies and establishment. In the beginning, only offline and then online competitions were organised, and nowadays an offline final takes place in sports halls at the end of an online qualification round. The primary objective of the present research is to study the e-athletes participating in the University Electronic Games (UEG) e-sports competition. In addition to the e-sports players, I consider it important to examine the tournament itself, how the players interviewed rate it and what motivated them to participate again. I conducted an online questionnaire survey among the participants of the three seasons of the UEG online tournament organised by the University of Debrecen. UEG is the largest university e-sport tournament in Hungary in terms of its number of participants, which is why it was selected for the study. The participants in the study are motivated to compete in order to achieve success and enjoy competing to win, for them e-sports is a self-fulfilment. They keep up to date with national e-sports news and competitions through social media and the university mailing system. In general, the participants rate the UEG e-sports championship highly. The organisers need to improve the organisation of the tournament and their preparedness to run a tournament of this size. Their strengths are their helpfulness and their accurate and precise information about the tournament.
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Examination of the Physical Activity of Amateur and Hobby E-sport Players
Views:418With the spread of computers and the Internet, e-sports became a fast and dynamic growing sector with a significant market and economic potential. Its importance is demonstrated by the fact that its growth is now outstripping some traditional sports or other industries. E-sports users are sedentary in front of a computer during both competition and training, so their health is determined by the amount of physical activity they do when they are not in front of a computer. The primary aim of this research is to investigate the physical activity of e-sports users at different levels. In addition to this, I considered it important to investigate what games the players I interviewed compete in, how much time they spend playing and how they improve their skills. I conducted an online questionnaire survey in the University Electronic Games (UEG) online tournaments organised by the University of Debrecen. The participants in the survey fully met my criteria, as most of them were amateur or hobby e-sports players, so I obtained relevant data from their answers. Based on the participants' responses, it can generally be said that they engage in health-enhancing physical activity. However, it should be remembered that not only the rise in popularity of e-sports, but also the increasing digitalisation of society is contributing to the rise in sedentary lifestyles. In the future, it would be important to change the way gamers exercise, which until now has been predominantly to develop their digital video game skills. Physical activity and other health-related behaviours need to be integrated into the training routines of gamers - e-sports players, so that playing sports could become a natural pastime alongside e-sports.