Nível de significância dos e-sports como modalidade esportiva para a educação física

Inserted into our culture to many years, electronic games have evolved along with society attracting a significant portion of the world’s population and revolutionizing the world entertainment market reaching earnings three times greater than the cinema. Although these promising facts, we observed a...

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Autor principal: Santos, Willian Ricardo de França
Formato: Trabalho de Conclusão de Curso (Graduação)
Idioma: Português
Publicado em: Universidade Tecnológica Federal do Paraná 2021
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Acesso em linha: http://repositorio.utfpr.edu.br/jspui/handle/1/24217
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Resumo: Inserted into our culture to many years, electronic games have evolved along with society attracting a significant portion of the world’s population and revolutionizing the world entertainment market reaching earnings three times greater than the cinema. Although these promising facts, we observed an e-sports acceptance difficulty as a sport modality by Physical Education, which may result in loss of market performance of future professionals in this area. Therefore, the objective of this work was to identify the level of acceptance of e-sports competitions as sports modalities for the Physical Education area. As methodological procedures, this study is having an exploratory quantitative, descriptive approach. A questionnaire containing 16 questions, developed to draw a profile of participants based on knowledge of information such as age, sex, area of activity, training, physical activity practice, platforms and time expended in Internet, also to measure the opinions regarding the legitimacy of e-sports as a form of sport. The analysis of the sample of 200 participants occurred through statistics associated with frequency distribution. The results indicate that 41% of participants are aged between 18 and 25 years, 57% are male, 47% are graduates of Physical Education, 43.5% work in gym and gymnastics and 54% are practicing physical activity in most days of the week. As for the knowledge of the term and recognition of the modality, we found that 78.5% knew the term e-sport and 57% considered it as a sporting modality. 56.5% believe that electronic modalities will have the same relevance as traditional sports while 54.5% agree that players and coaches should be recognized as professionals. As for such recognition in a general scope, e-sports as a sporting modality will not only be beneficial to e-sports and its already established professionals in the field, as will be for all the professions that may come to enjoy this promising market, because the great rise of modalities has happened even without this labeling, reaching a point where it seems only to be about semantics and classification for this type of activity.