eSports events are a groundbreaking phenomenon worldwide. For this reason, this study aims to recognize the potential of eSports as an alternative for tourism events diversification in the city of Guayaquil, Ecuador. Within the methodological framework of an exploratory-descriptive scope, it was proposed to analyze the conditions of eSports events and the tourist perception of them in the selected city. A survey was applied to 384 participants of eSports events (potential tourists), using video game rooms and player community networks throughout Latin America. The instrument used to collect data was a questionnaire available online for six months for further analysis. The principal findings in terms of quality performance of the event, perception of the event, destination image, and satisfaction revealed four vital indicators associated. Event staff, event atmosphere, hospitality, and good feelings about live attendance must be taken into consideration while designing a satisfactory experience to integrate into eSports into the city’s tourism offerings. Attendees also expressed their willingness to return to the city in the future. These results contribute to expanding the scientific literature on the evaluation and management of eSports events for other developing cities and countries.
El siguiente documento es un breve viaje por una corta pero intensa aventura, la historia de los videojuegos. Desde sus inicios en la década de los 50 hasta nuestros días los videojuegos han pasado de ser un pasatiempo para jóvenes estudiantes de ingeniería a convertirse en la industria del ocio más poderosa. Para conocer algo mejor este fenómeno es preciso recorrer el camino inverso para descubrir la senda que nos ha llevado hasta aquí. Ver qué consolas y juegos han conseguido que los videojuegos sean hoy lo que son. Cuales son sus implicaciones en la cultura visual contemporánea y qué prejuicios soportan en nuestra actualidad. Este es un breve relato sobre una gran historia.The following text contains a brief journey through a short and yet intense adventure, the history of videogames. Since its beginnings in the 1950's decade to the present time, videogames have progressively changed from a hobby for ingeneering studens to the most powerfull leisure industry. In order to gain a better understanding of this phenomenon it is necessary to look over the path of its transformation from a retrospecive point of view. Such a look has necessarily to focus on those devices and games that had made a landmark in the history of videogames, taking them to their current position. Besides, it is crucial to address their implications in contemporary visual culture, along with current prejudices against them. This is a short account about a great history.
During the last twenty years in Latin America, there has been a rise in governments drawn from self-defining progressive political currents. Consequently a revitalization is underway of the debate on the viability, pertinence, and characteristics of the welfare state in the twenty-first century. In this context, the present article explores emerging social practices that redefine the various senses of the public space; practices that go beyond nation states, situated in a global territoriality, articulating languages and eliciting emotions capable of producing new socialities. The multitude is discussed as a social subject capable of generating transformative practices. Specifically, the article analyzes the way in which the singularities of occupations raise further questions for nation states. The analysis focuses on global movements such as #Occupy camping out on squares.
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