Un nuevo escenario cibercomunicativola cobertura de deportes electrónicos en las televisiones públicas de Europa

  1. Fieiras Ceide, César 1
  2. Túñez López, Miguel 1
  3. Maroto González, Isaac 1
  1. 1 Universidade de Santiago de Compostela
    info

    Universidade de Santiago de Compostela

    Santiago de Compostela, España

    ROR https://ror.org/030eybx10

Journal:
Revista Latina de Comunicación Social

ISSN: 1138-5820

Year of publication: 2022

Issue: 80

Type: Article

DOI: 10.4185/RLCS-2022-1782 DIALNET GOOGLE SCHOLAR lock_openDialnet editor

More publications in: Revista Latina de Comunicación Social

Abstract

Introduction: The research examines the coverage of e-sports by European public broadcasters, paying special attention to their main contents, formats produced, size and structure of the working teams, professional routines and profiles, distribution channels and strategies, as well as the forecasts and future challenges expected in the sector. Methodology: An online monitoring of the activity of public service media (PSM) with respect to e-sports is carried out and 16 of these corporations are contacted to determine the intentional sample of relevant cases. Based on their contributions, we decided to carry out semi-structured in-depth interviews using the Delphi method with the heads of the RTP Arena, Yle eSports and SVT eSports projects, as well as a descriptive analysis with horizontal and vertical reading of their platforms, most representative contents and social networks. Results. Two blocks are identified within the PSM: one group of corporations that include e-sports in their media agenda, limiting their activity to news coverage; and another one in which they introduce e-sports in their programming and generate ad hoc platforms for contact with new, younger audiences. Overall, a progressive migration of public television channels towards third-party platforms and social media, with benefits in terms of technology, interactivity and interconnectivity, can be detected. Discussion and conclusions. The growing interest of public broadcasters in e-sports clashes with the difficulty of hiring new professionals to promote these services, and with the uncertainty of determining who will take on these new functions. The technical and narrative quality of the content remains on an ascending scale, and the user communities generated around it are constantly being enriched in qualitative and quantitative terms. 

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