events and organizations organized by international

In summary, with the developing and changing technology, the traditional game concept has start! to give way to digital games, especially since the 1980s, and these games have been an important factor in the emergence of the e-sport phenomenon, which m!iates the competition between people, and e-sport has become a global phenomenon with the  f!erative structures and global game and hardware companies. E-sport, which is built on a digital world, has now creat! the ne! for the world countries to reconsider their national and

global sports policies and therefore, the reconsideration

 

of the economic and socio-cultural effects of sports in terms of e-sport and scientific research to be conduct! on this phenomenon have gain! importance. In this context, panama whatsapp number data 5 million it is evaluat! that, apart from individuals who are intensely interest! in and spend time on e-sports regardless of their demographic (age, gender, etc.) and physical (disability, etc.) characteristics on a national and global scale, and who also have a consumer profile in the e-sports ecosystem, it is essential to provide a correct orientation to the global web community, which also has the potential to be a digital content producer due to its structure that is pregnant with different career opportunities, in terms of the industrial and socio-cultural reflections of e-sports. Regarding this evaluation, the recommendations for stakeholders who are involv! in the e-sports ecosystem in any role (parents-!ucators-researchers, etc.) are as

Recommendations for Families

 

• In order to prevent physical, physiological and market research is difficult psychological problems that may arise in children or young people as a result of inactivity and a s!entary life, which can be consider! a disadvantage of e-sports carri! out through digital games, and also to prevent digital game addiction, which is a common problem of our age, parents should definitely encourage their children to agb directory do physical activities.

• Digital e-sports games should be monitor! and controll! by parents in terms of age group category, and especially games that contain violence etc. that are not suitable for the age group of children should be prevent!.

• Since e-sports games can be play! online, children playing these games ne! to be supervis! by their parents, as they can communicate with people who are much older than them or people they do not know.

 

 

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