Faedah Keterlibatan Belia Di Dalam E-Sukan (Benefits Of Youth Involvevement In E-Sports)
Abstract
Artikel ini membincangkan mengenai faedah keterlibatan dalam e-sukan terhadap belia. Umum mengetahui bahawa belia adalah golongan yang paling ramai terlibat di dalam industri e-sukan di seluruh dunia. Penglibatan belia yang ramai ini semestinya didorong oleh beberapa faktor penyebab seperti minat dalam permainan video, pengaruh rakan sebaya dan meraih hadiah kemenangan. Objektif artikel ini adalah memfokuskan kepada jenis-jenis faeadah yang diperoleh oleh belia hasil keterlibatan mereka di dalam e-sukan. Pendekatan kuantitatif iaitu kaedah survei menggunakan borang soal selidik telah digunapakai untuk mendapatkan data. Kaedah persampelan bertujuan digunapakai dengan ciri-ciri utama ditetapkan seperti belia lingkungan usia 18-30 tahun, terlibat aktif di dalam e-sukan dan mewakili sesebuah kelab e-sukan yang berdaftar. Survei secara ‘google form’ telah diedarkan kepada belia yang berada di Asia Pasific University dan Universiti Kebangsaan Malaysia kampus Bangi. Hasil kajian mendapati bahawa terdapat faktor dalaman seperti minat dan faktor luaran pula seperti pengaruh rakan sebaya, mendapat sokongan ibu bapa, hadiah lumayan dan boleh menjadikan sebagai satu kerjaya. Manakala, faedah yang diperoleh mereka seperti dapat membina kerjaya profesional, meningkatkan kemahiran berkomunikasi serta kemahiran insaniah yang lain. Dapat disimpulkan bahaqa, melalui e-sukan golongan belia ini dapat meningkatkan kemahiran sosial mereka dengan baik. Lebih penting mereka dapat melakukan sesuatu yang mereka suka, dan mendapat bayaran hasil daripada minat mereka tersebut.
Kata kunci: E-sukan; penglibatan; belia; faedah penglibatan; sosiologi
Abstract
This article discusses the benefits of involvement in e-sports for youths. It is well known that youths are the most involved in the e-sports industry worldwide. This large number of youth involvement is necessarily driven by a number of contributing factors such as hobby, peer pressure and the prize money itself. In addition, this article also focuses on the types of benefits that youths receive from their involvement in e-sports. A quantitative approach which is the method of questionnaire survey was used to obtain the data. Purposive sampling was used with specific features of respondents such as the youths around the age of 18-30, actively involved in e-sports and representing a club. A survey using google form was distributed to the youths at the Asia Pacific University and the National University of Malaysia Bangi campus. The study found that there is an internal factor such as the passion towards video games and external factors such as peer groups influence, parents’ supports, prize money and career potential. On the other hand, the benefits they have gained are building a professional career, improved communication skills and other soft skills. Hence, it can be concluded that through e-sports these youths can improve their social skills. More importantly, they can do what they love, and get paid for their interest.
Keywords: E-sports; participation; youth; benefits of participation; sociology
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