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CHAPTER I

INTRODUCTION

1.1 Background

At the 2018 Asian Games, esports were "contested" even though they did not enter the
official type of competition. In other words, esports is only tested. At first the 2018 Asian Games
esports champions were "annulled" by the government until finally they were awarded by
President Joko Widodo.

Apparently, the government's attention continues. The Ministry of Youth and Sports,
Imam Nahrawi, discourages esports. Concrete steps, he plans to include esports in the school
curriculum as formal knowledge at the secondary school level. Not only that, the government
even prepared funds of around 50 billion rupiahs to stimulate the esports competition at the high
school level.

1.2 Formulations of The Problem

Based on the background above, we get the following problem formulations:

1. What is the definition of e-sport?


2. How is e-sport considered as sport activity?
3. What are the advantages of e-sport?
4. What are the disadvantages of e-sport?
5. How is the relationship between e-sport and education?

1.3 Purposes

The purposes of drafting this paper are to:

1. Understanding the definition of e-sport.


2. Understanding e-sport considered as sport activity.
3. Understanding the advantages of e-sport.
4. Understanding the disadvantages of e-sport.
5. Understanding the relationship between e-sport and education.

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CHAPTER II

DISCUSSION

2.1 The Definition of E-sport


E-sport is the activity of playing computer games against other people on the internet,
often for money, and often watched by other people using the internet, sometimes at special
organized events:

a) E-sport has become a major industry, as some of the top gamers around the world battle
each other in a wide range of games.
b) E-sport is now a huge spectator sport.

E-sport (also known as electronic sport, e-sport, or eSports) is a form of competition


using video games. E-sport often takes the form of organized, multiplayer video game
competitions, particularly between professional players, individually or as teams. Although
organized online and offline competitions have long been a part of video game culture, these
were largely between amateurs until the late 2000s, when participation by professional gamers
and spectatorship in these events through live streaming saw a large surge in popularity. By the
2010s, e-sport was a significant factor in the video game industry, with many game developers
actively designing toward a professional e-sport subculture.

The most common video game genres associated with e-sport are multiplayer online
battle arena (MOBA), first-person shooter (FPS), fighting, digital collectible card games, battle
royal games, and real-time strategy (RTS). Popular e-sport games include League of Legends,
Dota 2, Counter-Strike, Call of Duty, Rainbow Six Siege, Overwatch, Street Fighter, Super
Smash Bros., Hearthstone, Fortnite Battle Royale, and StarCraft, among many others.
Tournaments such as the League of Legends World Championship, Dota 2's The International,
the fighting games-specific Evolution Championship Series (EVO), and the Intel Extreme
Masters provide live broadcasts of the competition and prize money to competitors. Many
competitions use a series of promotion and relegation play with sponsored teams, such as the
League of Legends World Championship, but more recently, competitions structured similar to
American professional sports, with salaried players and regular season and play-off series, have
emerged, such as the Overwatch League. The legitimacy of e-sport as a sports competition
remains in question; however, e-sport has been featured alongside traditional sports in
multinational events, and the International Olympic Committee has explored incorporating them
into future Olympic events.

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2.2 E-sport as Sport Activity

According to the Oxford dictionary, a sport is an activity involving physical exertion and
skill in which an individual or team competes against another or others for entertainment. Sport,
noun. An athletic activity requiring skill or physical prowess and often of a competitive nature,
such as racing, baseball, tennis, golf, bowling, wrestling, boxing, hunting, fishing, etc.

It all comes down to physical exertion and skill, opponent, skill or physical prowess, with
the requirement of a set of rules. Choose one definition and e-sport qualifies as a sport. Choose
another, and it’s a harder sell. Sport purists tend to insist on physical athleticism.

Governing bodies take a broader view of what should be considered a sport. The
International Olympic Committee (through ARISF) recognizes chess and bridge (as well as air
and auto sports) as bona fide sports. The largest, most all-encompassing sport organization, the
Global Association of International Sports Federations (GAISF) agrees.

The GAISF recognizes numerous non-traditional, non-physical sports. Among them:


bridge, chess, and checkers (draughts). Its members include organizations from a huge range of
sporting endeavors. From the traditional, such as tennis, ice hockey, and American football, until
the less familiar, such as mini-golf, tugs of war, and sled dog sports.

The GAISF is considered the de facto representative of international sport. If recognizes


sports based on prioritizing abilities are divided into:

a) Prioritizing physical abilities; boxing, football/soccer.


b) Prioritizing mind abilities; chess, bridge.
c) Prioritizing coordination abilities; darts, billiards.
d) Prioritizing motorized abilities; air sports, motorcycle sports.
e) Prioritizing with animal supported; polo.

Within this worldview e-sport clearly has a place to dwell.

2.3 The Differences between E-sport and Gaming


Gaming and e-sport, the two words are familiar in the community even to the students. It
is not uncommon for people to look down on the eyes of players who are very fond of playing
their favorite games, but that does not mean that it is not possible that in the era of technology as
it is now gaming can be a land for various benefits, why is that? Isn't playing the game just a
waste of time! The answer is very possible if someone can get benefit from a game, because now
there are not a few people who have professions from a video game such as e-sport, creator
content or often referred to as a gaming YouTuber , and much more that can be used as business
land from video games. Regarding gaming and e-sport, not a few people know the difference

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between the two words, or even many who think that both are the same thing, why is that? Yes
because both are born from the same source, it's just that the path they take is a little different, e-
sport is more directed to professional competitiveness, such as battles between teams, between
regions, or even between countries, many professional gamers have been recruited by various
management e-sport. And for gaming we can interpret it as something related to video games,
but it does not lead to the competitive realm. Therefore, understanding of e-sport needs to be
emphasized to support the success of the e-sport industry in Indonesia

2.4 The Examples of E-sport


There are some examples of e-sport:

1. Dota 2
Dota 2 is a multiplayer online battle arena video game developed and published
by Valve Corporation. The game is sequel to depends of the Ancients, which was a
community-created mood for blizzard Entertainment’s Warcraft III reign of chaos
and its expansion pack, The Frozen Throne.
Dota 2 is played in matches between two teams of five players, with each team
occupying and defending their own separate based on the map. Each of the ten
players independently controls a powerful character know as “hero”, who al have
unique abilities and differing styles of play. During a match, players collect
experience points and items for their heroes to successfully defeat the opposing
team’s heroes in player combat. A team wins “ancient”, a large of structure located
within their base.

2. League of legends
League of legends is a multiplayer online battle arena video game developed and
published by Riot games for Microsoft Windows and macOs.
In league of Legends, player assume the role of an unseen “summoner” that
controls the champion with unique abilities and battle against of others player or

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computer-controlled champions. The goal of is usually to destroy the opposing teams
“Nexus” a structure that lies at the heart of the base protected by defensive structures
although other distinct games modes expect as well . Each of league of legends
match is discrete, with all champions starting off fairly weak but increases in strength
by accumulating items and experience over the course of the game. The champions
and setting bend a variety of elements, including high fantasy, steampunk and
lovecraftian horror.

3. StarCraft
StarCraft is a military science fictions media franchise created by Chris Metzen
and James Phinney and owned by Blizzard Entertainment. This series set on the of
the 26th century, centers on a galactic struggle for dominance among four species the
adaptable and mobile Terrans. Starcraft also marked the creation of Blizzard
Entertainment’s film department the game introduced high quality of cinematics
integral to the story line of series.

4. Mobile legend
A multiplayer online battle arena (MOBA) mobile game developed and published
by Shanghai Moonton Technology. The game has become popular in Southeast Asia
and will be a medal event at the 2019 Southeast Asian Games is a multiplayer (5 vs
5) online battle arena (MOBA) game designed for mobile phones. The two opposing
teams fight to reach and destroy the enemy's base while defending their own base for
control of a path, the three "lanes" known as "top", "middle" and "bottom", which

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connects the bases. Weaker computer-controlled characters, called "minions", spawn
at team bases and follow the three lanes to the opposite team's base, fighting enemies
and turrets.
In each team, there are five players who each control an avatar, known as a
"hero", from their own device. Heroes can be grouped into 6 different roles,
Marksman, Assassin, Mage, Support, Fighter and Tank.

2.5 The Advantages of E-sport


There are some of the advantages that e-sport gives to us:

1. Training and improving the physical and mental abilities

It has been proven in some studies that if we play video games daily, we can
improve our visual attention, be more efficient in changing tasks, be faster in tasks
where we have to perform a visual search or discriminate objects by their shape /
color.

Also among other benefits, it contributes more effectiveness in the follow-up of


multiple objectives (Green and Bavelier, 2003).

Other researchers have conducted training studies corroborating that the practice
of video games also improves the execution of divided tasks and mental rotation (De
lisi and Wolford, 2003 quoted in Salguero, 2009).

2. Use as didactic means

Video games can be a means of learning for people who use it because it is a
different context and more playful. They are therefore a good means of motivation
for children and young people, as well as for children who have learning difficulties
or are even at risk.

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Thanks to this means students can be motivated to learn by creating fun feelings
(Salguero, 2009).

3. Fosters positive values

The games of consoles and computers also promote values such as solidarity,
friendship, cohesion and a sense of belonging to a group. It is important for parents
to take advantage of these benefits to improve family relationships (Reyes-
Hernández et al. 2012, Reyes-Hernandez, 2014).

4. Use as leisure and entertainment

We need to get distracted so we do not feel stressed in our day to day or just to
fight the daily boredom. For this reason, video games are a great means of
entertainment because of the large number of realities they present (González, 2010
in Reyes-Hernández et al., 2014).

5. Develop empathy

Since there are a multitude of group games, players have to make decisions and
know that they can have consequences, both positive and negative, on the other
players in the game. Therefore, it is a means that facilitates the development of
empathy (Levine, 2009 Reyes-Hernández et al., 2014).

6. Increase the sense of competence and self-esteem

The use of video games also creates feelings of self-esteem and competition in the
players of the game after game. As you overcome the different challenges and levels,
you feel better about yourself and able to meet the following objectives.

7. Encourage teamwork

In addition, it also allows them to develop other abilities such as quick thinking to
act satisfactorily in the face of problems presented to them or even work under
pressure to avoid losing the game.

In team games, players will also develop group work skills as they sometimes
have to be united to overcome some challenge.

2.6 The Disadvantages of E-sport


Besides those advantages above, e-sport also has some disadvantages, such as:

1. It may cause addiction

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It is common to hear that there are people who are addicted to video games,
however, and despite the studies that have been done about it, to this day cannot
prove that playing with video games can create addiction.

Salguero (2009) talks about that some people at a given moment, acquire a
pathological fixation by an object or activity. Even so, we have to analyze the person
and ask ourselves why he has reached that point.

In addition, we also have to point out that there are activities that are
tremendously entertaining and absorbing, so you can spend more time than usual.

2. It increases the aggressiveness of the player

Also enters ideologies. There is a wide range of research in this regard in which a
clear conclusion is not reached as to whether video games create or increase and they
are violent.

Some games are very aggressive and violent. Sometimes, this content is not only
limited to physical aggression but aggressiveness in their players.

Some argue that its effect is short-term (Barlett, Branch, Rodeheffer and Harris,
2009), while others argue that it has a long-term effect on players (Anderson et al.,
2008).

3. It can affect the life of the players

If you do not have control of its use, it can affect our life in a negative way; thus
affecting our school performance, the family and our day to day life in general.

4. It has negative effects on socialization

The child who has fun with games that are violent can lead to negative effects in
their socialization with other equals, leading to their lack of sense of belonging or
social justice (Reyes-Hernández, 2006 in Reyes-Hernández, 2014).

We also know that video games cannot be discussed, which increases the use of violence
as a solution

2.7 E-Sport in Education


People often look at e-sport just one eye. Even though, e-sport gives some benefits in
education such as:

1. Enhanced Social Skills

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The stereotype that video game players are anti-social isn’t necessarily true. After
all, players tend to build their own online communities. But the players have often
felt left out on their school campus because schools tend to focus on more physical
sports like soccer, football, and basketball.

E-sport provides a valuable outlet for students who are aren’t interested in
traditional sports and also help:

 Break down barriers between diverse student groups.


 Build student relationships and personal confidence.
 Encourage collaboration and development of problem-solving skills.

E-sport is a great way to prepare students for the increasingly digital world they
live in, too. They learn how to apply lessons learned through gaming to real-life
situations that require decision making, teamwork, and perseverance.

2. Bolster Learning

Constance Steinkuehler, a leading scholar in all things related to video gaming


believes that games amplify learning and academics. Studies are ongoing, but as
NASEF reports, there’s already plenty of evidence for why educators should embrace
e-sport.

MIT, which offers one of the most respected engineering programs in the country,
sees the educational benefits to gaming. In fact, the institute is home to T.L. Taylor,
one of the leading academics in the field. And for the past seven years, the university
has sponsored an e-sport panel that examines the latest trends and innovations in the
industry.

E-sport as a learning platform encourages students to use gaming to learn science,


technology, engineering and math (STEM). Fast-paced, popular games like “League
of Legends” are teaching students how to shift their focus from individual glory to
team goals and to move from a negative reaction to loss to a proactive desire to
figure out what went wrong and how to fix it.

Students are also learning how to analyze gameplay data in order to improve their
skills. As the bonus, they’re realizing that basic math and comparison metrics give
them a whole new understanding of the game.

3. Scholarship Opportunities
E-sport is opening up an exciting new path to higher education for the students
who play them. Colleges and universities are now offering e-sport programs and
offering scholarships to students who may never have considered pursuing a higher
degree.

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CHAPTER III

FINALITY

3.1 Conclusion

E-sport can be included in school activities. Its presence is not supposed to be worry
about. Incorporating e-sport in extracurricular activities is a step that considered as the right one.
That step does not reduce the value of e-sport itself, precisely it will attract more and more
students’ interests before e-sport is actually applied in school. However, e-sport promises a
challenging profession for millennial.

3.2 References

Low, Aloysius (18 July 2019). "Mobile Legends: Bang Bang is getting an engine update | ONE Esports
The Home Of EsporT". ONE Esports. Retrieved 9 October 2019.

"New Player Guide". League of Legends. Riot Games. Archived from the original on July 1, 2014.
Retrieved July 21, 2014.

^ Jump up to:a b Gaudiosi, John (July 11, 2012). "Riot Games' League Of Legends Officially Becomes Most
Played PC Game In The World". Forbes. Archived from the original on March 16, 2013. Retrieved March
18, 2013.

McDonald, Tim. "A Beginner's Guide to Dota 2: Part One – The Basics". PC Invasion. Archived from the
original on August 11, 2016. Retrieved August 1, 2016.

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