ANALISIS E SPORT SEBAGAI CABANG OLAHRAGA BARU
Abstract
Keywords: E sport, Olahraga Baru, Olahraga
Digital technology is growing rapidly and provides various benefits for society in various aspects, one of which is in the field of sports. The increase in e-sport communities in Sukoharjo regency consisting of teenagers aged 15-18 years where this age is a productive age that has a high risk of problems in the use of technology, the internet, and online games. Addiction to online games is a case that causes a decrease in public interest in e-sports and has an impact on the low development of e-sports. This research shows the results that the desire to play e-sport is basically an encouragement from yourself and an invitation from friends. At the productive age of e-sports, it is just a hobby and entertainment for a while. Facilities and infrastructure are the dominant factors to support talents in participating in e-sport competitions. The participation of the master person is also a facility that must be taken into account because the perception of parents also affects the skills and abilities of gamers. People's negative views of games can prove that games can be a productive hobby. To improve skills in e-sports, it is necessary to participate in competitions and communities in order to hone skills and expand social networks.
Keywords: E-sport, New Sports, Sports
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DOI: http://dx.doi.org/10.31000/sinamu.v4i1.7923
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