Tittel: | Esports: an overview of a new(ish) frontier in digital entertainment | Ansvar: | Andrea Rizzi, Francesco de Rugeriis | Forfatter: | Rizzi, Andrea / Rugeriis,Francesco de ![](App_Themes/Common/Help.png) | Materialtype: | Artikkel - elektronisk | Signatur: | WIPO Magazine | Utgitt: | Geneva : WIPO, 2022 | Omfang: | S. 13-18 | ISBN/ISSN: | 1564-7854 | Serie: | WIPO Magazine ; 3/2022 ![](App_Themes/Common/Help.png) | Emneord: | Opphavsrett | Note: | Open access (CC BY 4.0) | Innhold: | PARDON ME: AN E-…WHAT? According to the definition in the Oxford Advanced Learner’s Dictionary, an esport is “a video game played as a competition for people to watch as entertainment”. Albeit with some approximation, this definition captures the essence of the phenomenon and helps us introduce this first very important point: any videogame (whether it’s a virtual simulation of a traditional sporting activity or not) can be an esport.
Only a small fraction of esports involves virtual simulators of traditional sports like soccer or basketball. League of Legends, the videogame developed by Riot Games, is one of the most popular “esports” worldwide and yet, on the face of it, it has nothing to do with a “sport;” it’s a battle-based videogame set in a fantasy world where teams of fanciful characters fight for victory and glory.
Nøkkelord: spill, dataspill, digitale spill, underholding, videospill, videogames, e-sport | Del av verk: | WIPO Magazine 3/2022 |
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