eSports and eSocial Work

eSports and eSocial Work

Fahri Özsungur
DOI: 10.4018/978-1-7998-9187-1.ch001
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Abstract

Bringing together international players, eSports benefits beyond digitalization according to its intended use. It is possible to socialize individuals who cannot come together due to pandemics, extraordinary events, and economic difficulties and increase their commitment to life with these video games. Social work should take advantage of this developing field. eSports can provide benefits in geriatrics, home care services, physical therapy, elderly people in nursing homes, women, children, people with an autistic spectrum disorder, and social adaptation. Social work's functions in many areas such as environmental and social adaptation, well-being, welfare, public health, social policy, and the rehabilitation of children prone to crime can be made more functional through eSports. This chapter deals with the functions of social work to be developed and improved with eSports.
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Introduction

Today, digital technology contributes to all areas of life (Chayko, 2014). Digital transformation has gained momentum for leisure activities via design, simulation, and artificial intelligence algorithms (Matt et al., 2015; Iivari, Sharma, & Ventä-Olkkonen, 2020). The technological infrastructure enriched with color, size, audio, and visual designs has enabled the development of video games (Zyda, 2005).

Video games are a tool for individuals to develop their cognitive abilities and gain logical inference skills (Newman, 2008). Video games developed through content, bot, and technology design enable individuals to improve their skills such as logic, cognition, problem-solving, and struggle with difficulties (Druin, 1999). These games provide team competitions and group participation behaviors through esports (Dixon et al., 2010).

Esports is a type of video game that delivers the psychological satisfaction of the players of digital transformation and artificial intelligence technology, appeals to the five senses, and gives a sense of reality (Scholz et al., 2019). These games provide a sense of social satisfaction by enabling individuals to spend their free time in a quality way by performing teamwork (Bányai et al., 2019). The negative socialization effects of the recent pandemic reducing physical proximity can be overcome by esports (Hallmann, & Giel, 2018). Esports, which provides active participation in the life, social well-being, psychological and mental strengthening, is a more efficient digital tool than today's developing social media (Lee & Schoenstedt, 2011; Reitman et al., 2020).

Electronic sports continue to show their positive effects on many areas of life through digital innovation and transformation (Seo, 2016). The harmful and positive effects of video games on society, social factors, individuals, and the law are an up-to-date issue that needs to be researched (Prot et al., 2014; Prot et al., 2012). The fact that the players cover a wide audience, including children and adults, requires esports to be evaluated in the context of social work (Payne, 2014). Because social work plays an important role in many issues such as the elderly, children, children dragged into crime, disabled people, violence against women, discrimination, and ageism (Flexner, 2001; Kadushin & Kadushin, 1997). Players, content, and design of the game, avatar, digital elements, the effects of games on humans are subjects that need to be investigated in the context of social work.

eSocial work is a new science and discipline in which the functions of social work are realized digitally and investigates the new functions required by the digital age. Social work functions under the influence of virtual applications, social media, IoT, gerontechnology, information technology, and digital elements are shaped according to the needs of the digital age. Human and society psychology has changed significantly under the influence of digital needs and factors. eSocial work aims to find solutions by addressing the problems caused by this change, eliminating conflicts, and activating the necessary functions to reintegrate individuals into society. This new science enables the elimination of problems caused by virtual, digital, and communication tools of society, human-related problems, meeting the needs, developing social policy, improving existing social work practices and principles, and creating strategies on all these issues. eSocial work is a new field related to social work in which the functions of social service are provided via digital, technology, and the internet. Another issue that these three elements have important contributions and effects on the players and society is eSports.

Key Terms in this Chapter

Gerontechnology: A technical assistance function of gerontology.

Public Health: The social work function and science that provides the protection of the society from diseases, determines the factors affecting human life, provides the necessary remedial measures in human health and prolonging the life span, and creates a threat to the society.

Gerontology: A multidisciplinary science that examines old age in terms of psychology, social and biological.

Esocial Work: A science that enables the elimination of problems caused by virtual, digital, and communication tools of society, human-related problems, meeting the needs, developing social policy, improving existing social work practices and principles, and creating strategies on all these issues; a new field related to social work in which the functions of social service are provided via digital, technology, and the internet.

Esports: A social and sporting activity that includes video games.

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