Abstract:Transformations of all aspects of life led to a change in the socio-cultural situation in the field of leisure, one of the forms of which became computer games. Along with the growing popularity of eSports in the world, the interest in eSports among student youth continues to grow. However, scientific information on the popularity of eSports among students of higher education institutions remains limited, which prompted us to conduct our own research and test this hypothesis. The purpose of the study was to in… Show more
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