Revista Intercontinental de Gestão Desportiva - RIGD (Intercontinental Journal of Sport Management) ISSN 2237-3373
http://www.rigd.periodikos.com.br/article/doi/10.51995/2237-3373.v11i3e110017

Revista Intercontinental de Gestão Desportiva - RIGD (Intercontinental Journal of Sport Management) ISSN 2237-3373

Original Article

Characterization of E-sports in Colombia to 2020

Martha C. Sandino Rodriguez, Johan Sinisterra Herrera, Derlyn Rocío Hoyos González

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Abstract

During the last 15 years an era known as "the information and knowledge society" has begun (Vera, 2015). Evidence of this is the extensive development of information technologies in Colombia, which has shaped an entire eSports industry that has generated entrepreneurial opportunities and significant revenues. In other countries such as Spain, where eSports-related issues have been around for longer, the trend has been positive in economic and social terms: it is estimated that 3 out of every 4 children between 8 and 13 years old have a video game console at home, and play on average 25 minutes a day, or the equivalent of 152 hours a year (Castillo, 2007). Likewise, The Pew Internet & American Life Project estimates that 8 out of 10 American children have a video game console at home, that more than half have 2 or more, and that 66% of young people play or download games online (Lenhart, 2007). However, when comparing the above figures in Colombia, it is possible to note a technological lag that marks a distance from European and North American countries where there is a boom in eSports, where they are already considered official. This article aims to present a characterization of the eSports industry in Colombia to 2020, in order to contribute to the formalization of these sports in the country, which are currently experiencing a massive popularization from different social spheres. This research was carried out from a descriptive approach: an interview was conducted with the president of the Colombian Federation of eSports (Fedecolde), a content review of the website of that entity was made, its databases were accessed to identify proligas and proclubes that are constituted nationally by departments and municipalities. It was also useful to outline a profile of gamers from an online survey, and to establish the stakeholders that have been linked to the Federation. It can be concluded that the eSports industry in Colombia is incubating its best part: little by little it has achieved acceptance in society and young people are turning their attention to this type of initiatives that offer diverse possibilities for economic growth and different cultural practices.

Keywords

eSports; Stakeholders; gamers; proligas; profiles.

References

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Submitted date:
04/06/2021

Accepted date:
08/04/2021

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