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논문 기본 정보

자료유형
학술저널
저자정보
이예훈 (한국외국어대학교) 신원상 (대한장애인체육회) 박재영 (한국외국어대학교) 노시현 (한국외국어대학교(글로벌캠퍼스)) 황주희 (한국외국어대학교)
저널정보
상명대학교 글로벌문화예술교육연구소 Research in Dance and Physical Activity Research in Dance and Physical Activity Vol.7 No.2
발행연도
2023.8
수록면
51 - 69 (19page)

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초록· 키워드

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This study aimed to investigate the current state of E-sports for people with disabilities and provide suggestions for future development in this field. A total of 243 people with disabilities completed a paper-pencil questionnaire, which assessed their participation in E-sports and experiences during participation. The results showed that 44.6% of the respondents participated in e-sports activities. The main reasons for participating were 'fun' and 'to relieve stress'. Respondents mostly played in their own facilities, followed by public and school facilities, with PC games being the most popular genre. The favorite e-sports events were 'Nintendo Wii', 'GoStop', 'FIFA Online', and others. Respondents mostly played 1-2 times a week.This study proposes the cultivation of inclusivity, prioritizing enjoyment and entertainment as primary motivators, and augmenting the accessibility of gaming facilities and equipment through the integration of assistive technologies for future advancements. Overall, the study provides insights into the current status of e-sports use by people with disabilities and offers tangible directions for future improvements, aiming to make e-sports participation more accessible and inclusive.

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