E-Sport dalam Fenomena Olahraga Kekinian
DOI:
https://doi.org/10.21831/jorpres.v15i2.29509Keywords:
Fenomena, E-Sport, Olahraga, Phenomenon, SportsAbstract
Fenomena eSport akhir-akhir ini mungkin bisa dibilang sedang naik daun. Ada yang menarik dalam ajang Asian Games 2018. Electronic sport (eSport) masuk sebagai salah satu cabang olahraga (cabor) yang dipertandingkan. E-Sport merupakan olahraga digital yang terorganisir dengan pelatihan khusus seperti halnya atlet profesional sepak bola, bulutangkis, ataupun basket. Pertama kali budaya eSport berkembang adalah dari sebuah kompetisi game. Menariknya, kompetisi game ini bahkan sudah ada sejak lama, tepatnya pada tahun 1972, pada masa yang mungkin ketika itu komputer masih amat jarang, tak ada internet, dan belum ada banyak judul video game. Indo Game kemudian menjadi pintu pertama bagi masuknya kompetisi game berskala internasional di Indonesia dengan menjadi event organizer (EO) kejuaraan World Cyber Games (WCG) pada Tahun 2002. Penetapan eSport sebagai cabor telah disepakati Lembaga Olahraga Olimpiade Asia (Olympic Council of Asia/OCA) sejak 17 April 2017. Cabang eSport kemudian mulai diperkenalkan pada perhelatan 5th Asian Indoor and Martial Art Games (5th AIMAG) yang berlangsung di Ashgabat, Turkmenistan, pada September 2017. Dalam dunia olahraga eSport bisa masuk dalam kategori olahraga yang melibatkan motorik halus, layaknya permainan catur dan bridge. Sementara olahraga pada umumnya merupakan aktivitas olahraga yang banyak melibatkan motorik kasar. E-Sport masih dapat digolongkan sebagai kategori olahraga. IeSPA perlu komunikasikan tingkat lanjut ke KEMENPORA, KOI maupun KONI terkait keberadaan dalam organisasi olahraga yang dinaungi. Kompetisi eSports di Indonesia lebih sering diadakan.
E-Sport in the Current Sports Phenomenon
Abstract
The eSport phenomenon lately might be said to be on the rise. There is something interesting in the 2018 Asian Games. Electronic sport (eSport) entered as one of the sports that are contested. E-Sport is an organized digital sport with special training such as professional soccer, badminton, or basketball athletes. The first time the eSport culture developed was from a game competition. Interestingly, this game competition even existed a long time ago, precisely in 1972, at a possible time when computers were still very rare, there was no internet, and there were not many video game titles. Indo Game then became the first door for the entry of international-scale gaming competition in Indonesia by becoming an event organizer (EO) of the World Cyber Games (WCG) championship in 2002. The establishment of eSport as a sport was agreed upon by the Asian Olympic Sports Institute (Olympic Council of Asia / OCA) since 17 April 2017. The eSport branch was then introduced at the 5th Asian Indoor and Martial Art Games (5th AIMAG) event which took place in Ashgabat, Turkmenistan, in September 2017. In the world of sports eSport can be included in the category of sports that involve fine motor skills, like chess and bridge games. While sports in general are sports activities that involve a lot of gross motor skills. E-Sport can still be classified as a sports categories. IeSPA needs advanced communication to KEMENPORA, KOI and KONI regarding the presence in shaded sports organizations. ESports competitions in Indonesia are more often held.
References
Audi E. Prasetyo. (2017). Penonton ESport Lebih Banyak dari Olahraga Tradisional. https://www.ggwp.id/2017/09/17/penonton-eSport-di-atas-olahraga/
Dex Glenniza. (2018). Bermain Video game dan eSport dengan Olahraga. https://sport.detik.com/aboutthegame//pandit/d-3078400/bermain-video-game-dan-eSport-tak-sama-dengan-olahraga
John Gaudiosi. (2012). "Team Evil Geniuses Manager Anna Prosser Believes More Female Gamers Will Turn Pro". Forbes. Diakses tanggal 8 Oct 2013.
John Gaudiosi. (2012). "Taipei Assassins Manager Erica Tseng Talks Growth of Female Gamers in League of Legends". Forbes. Diakses tanggal 8 Oct 2013.
Muhammad Akbar. (2017). Sejarah ESport. https://duniagames.co.id/news/2970-ternyata-begini-sejarah-eSport-dari-dulu-sampai-kini-sudah-ada-sejak-tahun-1972
M. Faisal. (2018). Geliat ESport di Indonesia. https://kumparan.com/@kumparansport/sejarah-eSports-indonesia-dari-warnet-menuju-panggung-dunia-1533295225512257378
Wahyunanda Kusuma Pertiwi. 2017. Menakar Potensi eSport di Indonesia. https://tekno.kompas.com/read/2017/10/25/08490027/menakar-potensi-eSport-di-indonesia.
Downloads
Published
Issue
Section
License
Authors who publish with this journal agree to the following terms:
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution License that allows others to share the work with an acknowledgement of the work's authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgement of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See The Effect of Open Access).