Research in Dance and Physical Activity
[ Article ]
Research in Dance and Physical Activity - Vol. 7, No. 2, pp.51-69
ISSN: 2951-4770 (Online)
Print publication date 31 Aug 2023
Received 26 Jun 2023 Revised 29 Jul 2023 Accepted 31 Jul 2023
DOI: https://doi.org/10.26584/RDPA.2023.08.7.2.51

Exploring the Current Status of e-sports Participation among People with Disabilities in South Korea

Ye Hoon Lee1 ; Wonsang Shin2, * ; Jaeyeong Park3 ; Sihyeon Noh4 ; Juhee Hwang5
1Hankuk University of Foreign Studies, Republic of Korea, Associate professor
2Korea Paralympic Committee, Republic of Korea, Manager
3Hankuk University of Foreign Studies, Republic of Korea, Undergraduate student
4Hankuk University of Foreign Studies, Republic of Korea, Undergraduate student
5Hankuk University of Foreign Studies, Republic of Korea, Undergraduate student

Correspondence to: *Email address: mc0881@koreanpc.kr

Abstract

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.

Keywords:

accessibility, disabled individuals, e-sports, inclusion, participation, PC games

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