Análisis del comportamiento de los medios deportivos digitales sobre los E-Sports en Latinoamérica Norte
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Date
2023
Journal Title
Journal ISSN
Volume Title
Publisher
PUCE - Ibarra
Abstract
Este texto investigativo aborda el tema de los deportes electrónicos o eSports y su
creciente popularidad en América Latina, además se discute la evolución del periodismo
deportivo y digital, así como la falta de medios especializados en eSports dentro de la región,
específicamente de la denominada por la Liga de Videojuegos Profesional (LVP),
Latinoamérica Norte.
También se habla de la definición de los eSports como deporte y su inclusión en
eventos deportivos importantes como los Juegos Olímpicos y su aceptación dentro del
entorno social, incluso académico, esto a través de una mención a la crítica que enfrentan los
eSports por su falta de actividad física y posibles efectos negativos en la salud y la las
habilidades sociales de quienes practican esta disciplina.
Además, se discute la importancia de la identidad corporativa en las organizaciones
de eSports y el papel de los influencers en su popularidad. El texto también presenta los
resultados de un estudio que analiza la cobertura de los medios de comunicación sobre los
eSports en América Latina y destaca la importancia de conocer al público objetivo para
campañas de marketing efectivas, y la exposición de la necesidad de jóvenes entre los 18 a
25 años de edad de que existan medios especializados en eSports y que incluso los medios
tradicionales pongan más atención a esta empresa de entretenimiento en constante
crecimiento. Finalmente, se discute la falta de interés de los lectores en noticias relacionadas
con los eSports en algunos países de la región y las consecuencias que traen al crear material
3 amarillista y que crea un ambiente de rechazo a la práctica de los videojuegos a nivel profesional.
This research text addresses the issue of electronic sports or eSports and its growing popularity in Latin America, and also discusses the evolution of sports and digital journalism, as well as the lack of specialized media in eSports within the region, specifically the so-called by the Liga de Videojuegos Profesional (LVP), North Latin America. It also discusses the definition of eSports as a sport and its inclusion in major sporting events such as the Olympic Games and its acceptance within the social environment, including academia, through a mention of the criticism faced by eSports for its lack of physical activity and possible negative effects on the health and social skills of those who practice this discipline. In addition, the importance of corporate identity in eSports organizations and the role of influencers in their popularity are discussed. The text also presents the results of a study that analyzes media coverage of eSports in Latin America and highlights the importance of knowing the target audience for effective marketing campaigns, and the exposure of the need of young people between 18 and 25 years of age for specialized media on eSports and that 4 even traditional media pay more attention to this ever-growing entertainment business. Finally, the lack of interest of readers in news related to eSports in some countries of the region is discussed, as well as the consequences of creating yellowish material that creates an environment of rejection to the practice of video games at a professional level.
This research text addresses the issue of electronic sports or eSports and its growing popularity in Latin America, and also discusses the evolution of sports and digital journalism, as well as the lack of specialized media in eSports within the region, specifically the so-called by the Liga de Videojuegos Profesional (LVP), North Latin America. It also discusses the definition of eSports as a sport and its inclusion in major sporting events such as the Olympic Games and its acceptance within the social environment, including academia, through a mention of the criticism faced by eSports for its lack of physical activity and possible negative effects on the health and social skills of those who practice this discipline. In addition, the importance of corporate identity in eSports organizations and the role of influencers in their popularity are discussed. The text also presents the results of a study that analyzes media coverage of eSports in Latin America and highlights the importance of knowing the target audience for effective marketing campaigns, and the exposure of the need of young people between 18 and 25 years of age for specialized media on eSports and that 4 even traditional media pay more attention to this ever-growing entertainment business. Finally, the lack of interest of readers in news related to eSports in some countries of the region is discussed, as well as the consequences of creating yellowish material that creates an environment of rejection to the practice of video games at a professional level.
Description
Keywords
Esports, Periodismo, Especializado, Legends
