Potensi Atlet E-Sport Sebagai Olahraga Prestasi

The e-sport branch is very likely to produce professional athletes. The interests and talents and potential of the community need to be given space and place to match the development of changes in social behavior in the community. Understanding e-sport as an achievement sport needs to be emphasized in order to form positive social values in society. Video games with certain types of genres are now competing in national and international championship competitions. The results of community service socialization of e-sport as an achievement sport for the level of understanding of the youth community in Klampok village are 91.7%, the remaining 8.3% of the community do not know e-sport as an achievement sport. the percentage of people who play video games according to the type of genre competed in the regional / national level e-sport championship event is 32.4%, the remaining 67.7% of the community play video games that are not competed in the regional / national level e-sport competition. People who have participated in good e-sport competitions at the regional / national level are at 20.3%, for gadget specifications that are used adequately in playing e-sport there are 58.3%, social environmental support factors 65.5%, parental support factors 8.3%.

Authors

Publication Details

Journal
Jurnal Pengabdian Masyarakat Indonesia Sejahtera
Published
2024-09-21
DOI
https://doi.org/10.59059/jpmis.v3i3.1648
Primary Topic
Sports and Physical Education Research
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Potensi Atlet E-Sport Sebagai Olahraga Prestasi

Hasan Saifuddin, Rohmad Apriyanto, Olivia Dwi Cahyani, Heru Iswanto
Jurnal Pengabdian Masyarakat Indonesia Sejahtera
Sports and Physical Education Research
article

Potensi Atlet E-Sport Sebagai Olahraga Prestasi

Hasan Saifuddin, Rohmad Apriyanto, Olivia Dwi Cahyani, Heru Iswanto
article en

Abstract

The e-sport branch is very likely to produce professional athletes. The interests and talents and potential of the community need to be given space and place to match the development of changes in social behavior in the community. Understanding e-sport as an achievement sport needs to be emphasized in order to form positive social values in society. Video games with certain types of genres are now competing in national and international championship competitions. The results of community service socialization of e-sport as an achievement sport for the level of understanding of the youth community in Klampok village are 91.7%, the remaining 8.3% of the community do not know e-sport as an achievement sport. the percentage of people who play video games according to the type of genre competed in the regional / national level e-sport championship event is 32.4%, the remaining 67.7% of the community play video games that are not competed in the regional / national level e-sport competition. People who have participated in good e-sport competitions at the regional / national level are at 20.3%, for gadget specifications that are used adequately in playing e-sport there are 58.3%, social environmental support factors 65.5%, parental support factors 8.3%.

Jurnal Pengabdian Masyarakat Indonesia SejahteraVol. 3(3)
Openalex Percentile: Top 68%
Sports and Physical Education Research
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.