2021
DOI: 10.52547/aassjournal.1027
|View full text |Cite
|
Sign up to set email alerts
|

The Direction of Promoting Esport Industry in Thailand

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1

Citation Types

0
3
0

Year Published

2022
2022
2023
2023

Publication Types

Select...
2

Relationship

0
2

Authors

Journals

citations
Cited by 2 publications
(3 citation statements)
references
References 16 publications
0
3
0
Order By: Relevance
“…They are also known as cybersport, virtual sport, professional gaming, or competitive gaming (Exley and Bertram, 2021;Jenny et al, 2017). Some of the popular e-sport competitions are League of Legends, FIFA 17, Street Fighter IV, and StarCraft I (Hayday et al, 2022;Noriya et al, 2021;Gawrysiak et al, 2020). E-sports tend to have lower costs than classic sports when it comes to spectator facilities and investment in players as well.…”
Section: Review 21 E-sportsmentioning
confidence: 99%
“…They are also known as cybersport, virtual sport, professional gaming, or competitive gaming (Exley and Bertram, 2021;Jenny et al, 2017). Some of the popular e-sport competitions are League of Legends, FIFA 17, Street Fighter IV, and StarCraft I (Hayday et al, 2022;Noriya et al, 2021;Gawrysiak et al, 2020). E-sports tend to have lower costs than classic sports when it comes to spectator facilities and investment in players as well.…”
Section: Review 21 E-sportsmentioning
confidence: 99%
“…Supportive programs for eSports players and spectators should be designed and implemented, health guidelines or recommendations should be written and promoted, and public awareness of the health consequences of eSports should be expanded (6), identity transformation, stigma power, and mental wellbeing of Chinese eSports professional players, and found that find eSports is perceived as non-secure, casual, and irregular by the Chinese public and that the mental changes experienced by eSports professionals throughout their careers have been significantly influenced by a more sophisticated form of state power and social norms, including cultural cognitive beliefs, economic stimulation, and authority attributions (7), identifying the pros, cons and tactics of eSports, the review showed the pro and cons of sponsoring eSport (8), eSport integrity policies which showed that any policies seeking to address esports integrity must be designed to adapt to a constantly shifting electronic playing field or risk a quick obsolescence (9). The direction of promoting eSport in Thailand, and the result found that Allocating & funding the budget from the public and private sections and coordinating among both sections with the times' frame will be the best way to promote the Esport industry in Thailand (10), and so on. However, it could hardly be found in the context of Thailand.…”
Section: Introductionmentioning
confidence: 99%
“…However, it could hardly be found in the context of Thailand. The pain point of the management eSport club was the negative perception of gaming within Thai society which cause the big barrier of the Esport career path in Thailand (10) which caused the trouble in management the eSport club. The current study attempts to fill this gap in the literature by focusing on the concept of eSport with the management process (11) for the benefit of creating the process of the management of the eSports in Thailand.…”
Section: Introductionmentioning
confidence: 99%