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Linking Esports to health risks and benefits:Current knowledge and future research needs

查看全文 作  者:Keyi [1]Yin;Yahua [1]Zi;Wei [1]Zhuang;Yang [1]Gao;Yao [1]Tong;Linjie [1]Song;Yu [1]Liu 高影响力作者 机构地区:[1]School of Kinesiology,Shanghai University of Sport,Shanghai 200438,China高影响力机构 出  处:《Journal of Sport and Health Science》索引2020年第9卷第6期,共4页高影响力期刊 摘  要:1.Introduction Electronic sports(Esports),viewed as competitive and organized video gaming,1 are becoming accepted as a form of sports.2-4 Many digital video games associated with Esports are played through various platforms(e.g.,computers,consoles,mobile,streaming,or virtual reality)5 and involve either simulating competitive sports(motion-based)or combative(actionbased)activities.2 Esports have been around for more than 20 years1 and continue to thrive economically as a highly profitable gaming industry.2,6 Thanks to the advances in digital media and online game-streaming or cloud gaming technologies,there has been a rapid increase,on a global scale,in the popularity of Esports worldwide,6 evidenced by the exponential growth in participation,media coverage,viewership,sponsorship,and commercialization. 关 键 词:COMPETITIVE SPORTS KNOWLEDGE
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