Sažetak | Moderni esport relativno je mlada industrija koja se u posljednjih 25 godina značajno razvija inovativnim tehnologijama, natjecanjima te drugim djelatnostima i danas se smatra neovisnim proizvodom digitalizacije i informacijske tehnologije (IT). Broj ljudi u svijetu koji igraju digitalne igre u 2022. dosegao je brojku koja prelazi tri milijarde. Esport ima organizatore i sustave svojih natjecanja što otvara brojne mogućnosti za novim radnim mjestima, porast broja gledatelja i prihoda koji vrtoglavo rastu. Pored toga, esport i igranje videoigara mogu imati pozitivne učinke na mentalno zdravlje, kognitivne sposobnosti i društvene vještine, ali imaju i svoju tamniju stranu, koja se dotiče varanja, dopinga, korištenja stimulansa, namještanja mečeva te zdravstvenih problema igrača, primjerice umora očiju, bolova u leđima i vratu te ozljede zapešća i ruke i sl. Svrha ovog završnog rada jest analiza postojećeg stanja i perspektive razvoja esporta u Republici Hrvatskoj, gdje je ovaj sport tek u začecima, ali s realnim mogućnostima razvoja, za što su potrebna određena financijska sredstva, dobra organizacija i stručno vodstvo. Podatci su najčešće korišteni iz znanstveno-stručnih radova, knjiga, internetskog (online) sadržaja te vlastitih iskustava autora koji je dugogodišnji entuzijast video igara. Također, pri obradi rezultata u ovom radu korištene su matematička, statistička te metoda deskripcije. Esport u Republici Hrvatskoj, za sada, nije dovoljno prepoznat od strane države, ali krovna organizacija Hrvatski eSport Savez (HeSS), koja je i službeni član Međunarodnog eSport Saveza (IESF-a) okuplja ljubitelje elektroničkih igara, organizira i omogućuje domaća i međunarodna natjecanja te promovira i popularizira esport u Republici Hrvatskoj s ciljem njegove veće prepoznatljivosti i afirmacije s pozitivnim trendovima u svijetu. |
Sažetak (engleski) | Modern esports is a relatively young industry that has developed significantly in the last 25 years with innovative technologies, competitions and other activities, and today it is considered an independent product of digitization and information technology (IT). In 2022, the number of people in the world who play digital games will exceed three billion. Esports has organizers and systems for its competitions, which opens up numerous opportunities for new jobs, an increase in the number of spectators, and revenues that are skyrocketing. In addition, esports and playing video games can have positive effects on mental health, cognitive abilities and social skills, but there is a darker side to them as well, in terms of cheating, doping, use of stimulants, match fixing and health problems of players such as eye fatigue, back pain, and neck, wrist and hand injuries. The purpose of this final paper is to analyze the current state and prospects esports development in the Republic of Croatia, where this sport is still in its infancy but with real development possibilities, which requires certain financial resources, good organization and professional leadership. Data are most often used from scientific and professional works, books, the internet (online content) and the author's own experiences, which include a long-time video game playing. Also, when processing the results in this work, mathematical, statistical and description methods were used. Esports in the Republic of Croatia, for now, are not sufficiently recognized by the state, but the umbrella organization Croatian eSport Alliance (HeSS), which is also an official member of the International eSports Federation (IESF), gathers fans of electronic games, organizes and enables domestic and international competitions and promotes and popularizes esports in the Republic of Croatia with the aim of its greater recognition and affirmation with positive trends in the world. |