Article
The research purpose is to identify socio-cultural factors of attracting students to esports classes in the university team.
Methods and organization of the research. The methods of this study included: literature analysis, questionnaires, methods of mathematical statistics.
Research results and discussion. The survey results showed that 56% of respondents started playing esports games at the age of 14, 32% of respondents - at the age of 15-17, 12% respondents noted that they came to esports at the age of 18-25. The majority of the surveyed esports athletes (84%) came from other sports activities, among them: former football players (28.6%), hockey players (33.3%), rowers (19%), track and field athletes (9.5%), gymnasts (4.8%), chess players (4.8%). Recommendations are proposed that, in the opinion of esports players, would contribute to the influx of young people to esports classes.
Conclusion. The socio-cultural factors that are important to consider in order to attract young people to esports are identified. They are the absence of age restrictions; the sports experience in team sports; the leading role of the digital environment, since most of those involved come to esports thanks to streaming sites and advertising on the network; the availability of equipped training grounds free for access; the positive impact of computer sports on the player.
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