Abstract
The purpose of this study is to describe the e-sports view of an athlete, the athlete in question is someone who is engaged in sports involving physical activity and movement with national scale achievements. The method in this research is observational with a quantitative descriptive design. The sample in this study amounted to 158 National athletes of Riau Province. The sampling technique represents all sports in Riau Province which are selected based on being in the appropriate situation, time, and place, with the purposive sampling technique. In this study, using a questionnaire instrument with a Likert scale, there were four category assessments, namely strongly agree, agree, disagree, strongly disagree. The data analysis used is a survey method carried out with a questionnaire and the scores obtained and an analysis of the e-sport category using the SPSS 25 application. The results reveal that sportsmen view e-sport as a sport even though there is no strenuous physical activity but there is light physical activity in it. especially in motor movement. The percentage acquisition of 14.6% is good. Then in the sufficient category, the percentage is 25.9%. While the moderate category of the presentation was 30.4%. For the category less the percentage is 20.9%. For the last category is bad 8.2%. The results reveal that sportsmen agree that e-sport is a sport. The results of the study are expected to be able to solve perceptions about e-sport in which there is no physical activity in it, which is a sport.
References
Amelia, T., & Santoso, J. M. J. P. (2019). Kajian Perancangan Arena Olahraga Elektronik.Jurnal Stup: Sains, Teknologi, Urban, Perancangan, Arsitektur, 1(2), 971–986.
Bahrilli, Yüce, H., & Çakir, Y. N. (2020). Determining The Health Problems Of Electronic Athletes. Uygulamalı Ekonomi ve Sosyal Bilimler Dergisi / Journal of Empirical Economics and Social Science, (March), 42–58.
Bayrakdar, A., Yıldız, Y., & Bayraktar, I. (2020). Do e-athletes move? A study on physical activity level and body composition in elite e-sports. Physical Education of Students, 24(5), 259–264. https://doi.org/10.15561/20755279.2020.0501
Dewi, N. V. U. (2019). Hubungan Kerja Antara Atlit E-Sports Dengan Pengusaha Cv Pemberi Kerja. Jurist-Diction, 2(1), 256. https://doi.org/10.20473/jd.v2i1.12111
Effendi, A., & Prihanto, J. B. (2014). Pengaruh Penggunaan Teknologi Informasi Terhadap Aktivitas Fisik Siswa ( Studi pada SMK Negeri 8 Surabaya Kelas X ). Jurnal Pendidikan Jasmani, 2(3), 605–608. Retrieved from http://ejournal.unesa.ac.id/index.php/jurnal-pendidikan-jasmani/issue/archive
Filchenko, M. (2018). A Comparison Between Esports and Traditional Sports. SJSU Sholar Works, 1–10.
Hallmann, K., & Giel, T. (2018). eSports – Competitive sports or recreational activity? Sport Management Review, 21(1), 14–20. https://doi.org/10.1016/j.smr.2017.07.011
Heere, B. (2018). Embracing the sportification of society: Defining e-sports through a polymorphic view on sport. Sport Management Review, 21(1), 21–24. https://doi.org/10.1016/j.smr.2017.07.002
Idhohuddin, M., & Wahyudi, A. (2020). Minat Siswa Terhadap E-Sport (Electronic Sport / Olahraga Elektronik) Divisi Mobile Legends Bang-Bang. Indonesian Journal for Physical Education and Sport, 1(1), 41–49.
Julius, E., Honggowidjaja, S. P., Dora, P. E., Studi, P., Interior, D., Petra, U. K., & Siwalankerto, J. (2016). Perancangan Interior Fasilitas E-Sports Arena. JURNAL INTRA, 4(2), 672–681.
Kane, D., & Spradley, B. D. (2017). Recognizing ESports as a Sport – The Sport Journal. The Sport Journal, (July), 1–9. Retrieved from https://thesportjournal.org/article/recognizing-esports-as-a-sport/
Kurniawan, F. (2019). E-Sport dalam Fenomena Olahraga Kekinian E-Sport in the Current Sports Phenomenon. JORPRES (Jurnal Olahraga Prestasi), 15(2), 61–66.
Liang, K. P., & Hidatatun, M. I. (2017). Stadion dan Fasilitas Pelatihan Futsal di Surabaya. JURNAL EDIMENSI ARSITEKTUR, V(1), 521–528.
Lutfiwati, S. (2018). Memahami Kecanduan Game Online Melalui Pendekatan Neurobiologi. Journal of Sychology, 1(1), 1–16.
Ma, H., Wu, Y., & Wu, X. (2013). Research on essential difference of e-sport and online game. Lecture Notes in Electrical Engineering, 208 LNEE, 615–621. https://doi.org/10.1007/978-1-4471-4796-1_79
OMOREGIE, P. O. (2016). The impact of technology on sport — new frontiers. Proceedings of INCEDI 2016 Conference, 1(1), 896–905. https://doi.org/10.1080/19346182.2008.9648443
Pereira, A. M., Brito, J., Figueiredo, P., & Verhagen, E. (2019). Virtual sports deserve real sports medical attention. BMJ Open Sport and Exercise Medicine, 5(1), 1–4. https://doi.org/10.1136/bmjsem-2019-000606
Pizzo, A. D., Baker, B. J., Na, S., Lee, M. A., Kim, D., & Funk, D. C. (2018). eSport vs. Sport: A comparison of spectator motives. Sport Marketing Quarterly, 27(2), 108–123.
Prasetyo, B., & Jannah, L. M. (2010). Metode Penelitian Kuantitatif Teori dan Aplikasi. Jakarta: Raja Grafindo Persada.
Rachman, J. B., Adityani, S., Suryadipura, D., Utama, B. P., Aprilia, B., Suherman, A., & Alfaizi, K. (2020). Esport Sebagai Sumber Soft Power Indonesia : Sosialisasi Kepada Anak Muda. CARADDE: Jurnal Pengabdian Kepada Masyarakat, 3(1), 43–52. Retrieved from https://journal.ilininstitute.com/index.php/caradde
Saleh, H. H., Nsaif, W., Rasheed, L., Saad Nsaif, W., & Rashied, L. T. (2018). Are an Electronic Sports Phenomena will Become a Sport for the Future? https://www.researchgate.net/publication/327889868
Southern, N. (2017). The rise of eSports : A new audience model and a new medium? California State University Stanislaus, (July), 65–68. from https://www.csustan.edu/sites/default/files/groups/University Honors Program/Journals/southern.pdf
Summerley, R. (2020). The Development of Sports: A Comparative Analysis of the Early Institutionalization of Traditional Sports and E-Sports. Games and Culture, 15(1), 51–72. https://doi.org/10.1177/1555412019838094
Syakur, M. A., Badruzaman, , & Paramitha, S. T. (2017). Pengembangan Alat Bantu Latihan Pelontar Bola Futsal Berbasis Mikrokontroler Dengan Menggunakan Software Pemograman Arduino. Jurnal Terapan Ilmu Keolahragaan, 2(1), 29. https://doi.org/10.17509/jtikor.v2i1.4963
Thiel, A., & John, J. M. (2018). Is eSport a ‘real’ sport? Reflections on the spread of virtual competitions. European Journal for Sport and Society, 15(4), 311–315. https://doi.org/10.1080/16138171.2018.1559019
Tjønndal, A. (2020). “What’s next? Calling beer-drinking a sport?!”: virtual resistance to considering eSport as sport. Sport, Business and Management: An International Journal. https://doi.org/10.1108/SBM-10-2019-0085
Tomecka, M. (2017). Sport, including e-sport, in the light of various interpretations. Spor Bilimleri Araştırmaları Dergisi, 21–29. https://doi.org/10.25307/jssr.367340
Viscione, I., & Elia, F. D. (2019). Augmented reality for learning in distance education : the case of e-sports. Journal of Physical Education and Sport ® (JPES), 19(5), 2047–2050. https://doi.org/10.7752/jpes.2019.s5304
Wattanapisit, A., Wattanapisit, S., & Wongsiri, S. (2020). Public Health Perspectives on eSports. Public Health Reports, 135(3), 295–298. https://doi.org/10.1177/0033354920912718
Widowati, A., & Decheline, G. (2020). Modifikasi Permainan Tradisional Untuk Santri Pondok Pesantren Al Muhajirin Muara Bulian. JURNAL CERDAS SIFA PENDIDIKAN, 9, 127–133.
Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution 4.0 International License that allows others to share the work with an acknowledgement of the work's authorship and initial publication in this journal.