E-Sports: a legitimate sport?


  • Matheus Cerqueira
  • Diogo Monteiro
  • Bruno Travassos
  • Sergio Machado
DOI: https://doi.org/10.6018/cpd.422831


Los datos de descargas todavía no están disponibles.


Adamus, T. (2012). Playing computer games as electronic sport: In search of a theoretical framework for a new research field. In Computer games and new media cultures (pp. 477-490). Springer, Dordrecht.

Bamparopoulos, G., Konstantinidis, E., Bratsas, C., & Bamidis, P. D. (2016). Towards exergaming commons: composing the exergame ontology for publishing open game data. Journal of Biomedical Semantics, 7(1), 4.

Brock, T. (2017). Roger Caillois and e-sports: On the problems of treating play as work. Games and Culture, 12(4), 321-339.

Budde, H., Schwarzc, R., Velasques, B., Ribeiro, P., Holzweg, M., Machado, S., ... & Wegner, M. (2016). The need for differentiating between exercise, physical activity, and training. Autoimmunity Reviews, 15(1), 110-1.

DiFrancisco-Donoghue, J., Balentine, J., Schmidt, G., & Zwibel, H. (2019). Managing the health of the eSport athlete: an integrated health management model. BMJ open Sport & Exercise Medicine, 5(1), e000467.

Domingues‐Montanari, S. (2017). Clinical and psychological effects of excessive screen time on children. Journal of Paediatrics and Child Health, 53(4), 333-338.

European Agency for Safety and Health at Work. Musculoskeletal disorders (2018). Available: https://osha.europa.eu/en/themes/musculoskeletal- disorders [Accessed May 2019].

Hallmann, K., & Giel, T. (2018). eSports–Competitive sports or recreational activity?. Sport Management Review, 21(1), 14-20.

Jenny, S. E., Manning, R. D., Keiper, M. C., & Olrich, T. W. (2017). Virtual (ly) athletes: where eSports fit within the definition of “Sport”. Quest, 69(1), 1-18.

Karhulahti, V. M. (2017). Reconsidering esport: Economics and executive ownership. Physical Culture and Sport. Studies and Research, 74(1), 43-53.

Pereira, A. M., Figueiredo, P., Seabra, A., & Brito, J. (2019). Evaluation of physical activity levels in FPF eSports e-athletes. Motricidade, 15, 188-188.

Piercy, K. L., Troiano, R. P., Ballard, R. M., Carlson, S. A., Fulton, J. E., Galuska, D. A., ... & Olson, R. D. (2018). The physical activity guidelines for Americans. Jama, 320(19), 2020-2028.

Stiglic, N., & Viner, R. M. (2019). Effects of screentime on the health and well-being of children and adolescents: a systematic review of reviews. BMJ Open, 9(1), e023191.

Tuomas K, Veli-Matti K. (2016). Do e-athletes move? A study on training and physical exercise in elite e-sports. Intertational Journal Gaming Computer-Mediated Simulations, 8(4), 53-66.

Witkowski, E. (2012). On the digital playing field: How we “do sport” with networked computer games. Games and Culture, 7(5), 349-374.

World Health Organization. Gaming disorder (2018). Available: https://www. who.int/features/qa/gaming-disorder/en/

World Health Organization. ICD-11 for mortality and morbidity statistics: 6C51 gaming disorder. version: 04, 2019. Available: http://id.who.int/icd/entity/14485972

Cómo citar
Cerqueira, M., Monteiro, D., Travassos, B., & Machado, S. (2020). E-Sports: a legitimate sport?. Cuadernos de Psicología del Deporte, 20(2), I-II. https://doi.org/10.6018/cpd.422831

Artículos más leídos del mismo autor/a

<< < 1 2 3