163x Filetype PPTX File size 0.55 MB Source: research4committees.blog
Agenda of the Presentation 1. What is Esports? 2. Status Quo 3. Opportunities 4. Challenges 5. Conclusion 14/03/2022 Presentation for the Committee on Culture and Education 2 1. What is Esports? Esports is… ▪ … the competition between humans through video games. ▪ … competitive gaming and needs to be distinguished from non-competitive gaming. ▪ … different to traditional sports due to the digital character of esports. ▪ … dependant on the publisher, but the publisher needs players to sustain its esports title. 14/03/2022 Presentation for the Committee on Culture and Education 3 1. What is Esports? Esports is… ▪ … 50 years old, modern esports about 25 years. ▪ … a digital phenomenon with its own principles and rules. ▪ … highly heterogeneous and volatile. ▪ … more than just competition. ▪ … requiring constant examination and adaptation. Parallels to the European vision; possible future lab for the digital European society 14/03/2022 Presentation for the Committee on Culture and Education 4 2. Status Quo Gaming & Esports Reach ▪ Esports is steadily growing. ▪ Esports is not a youth phenomenon. ▪ The definition of esports varies vastly. ▪ Data are heterogeneous and not comparable. 14/03/2022 Presentation for the Committee on Culture and Education 5 3. Opportunities 14/03/2022 Presentation for the Committee on Culture and Education 6
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