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奧林匹克體系與電子競技運動治理組織之關係

Relationship Between the Olympic System and Governance of Esports Organizations

Abstracts


隨著數位科技的發展,電子競技運動(簡稱電競)在全球迅速興起,已成為具有高度經濟潛力的新興產業。國際運動組織亦逐漸重視電競,並舉辦全球性賽會,顯示電競正逐步走向主流。然而,國際運動治理組織除了監管,維護公平競爭、保護運動員權利及倡導運動家誠信原則是其主要功能,也制定相關標準、執行法規和解決紛爭。本文旨在探討國內外電競組織的現況,運用利害關係人理論建立奧林匹克體系與電競治理組織的關係。結果顯示:國際奧林匹克委員會(International Olympic Committee, IOC)對電競的態度仍謹慎,尤其目前仍無其承認的國際電競治理組織。國際電子競技總會和全球電子競技總會是兩個主要的國際電競治理組織,目前皆未獲IOC承認。近年來兩會關係從競爭轉向合作,除了確認合作比相互競爭更具優勢之外,另有整合的關鍵人物與組織促成此趨勢。中華民國電子競技運動協會是臺灣目前具代表性的電競組織,中華民國虛擬運動總會的崛起可能會對其地位造成挑戰。本文結語為整合臺灣電競組織之間的資源,以及提出電競組織治理困境的最佳解決方案,將是政府主責單位應該注意的治理方針。

Parallel abstracts


With the rapid development of digital technology, Esports has emerged as a globally significant industry with considerable economic potential. International sports organizations are also increasingly recognizing the importance of Esports and holding global competitions, indicating that Esports is gradually becoming mainstream. However, in addition to regulation, the core functions of international sports governing bodies encompass ensuring fair competition, protecting athletes' rights, and promoting principles of sportsmanship and integrity. This article aims to examine the current state of international and Taiwanese Esports organizations, and to use stakeholder theory to establish the relationship between the Olympic system and governance of Esports organizations. Results show that the International Olympic Committee (IOC) remains cautious regarding Esports, particularly in the absence of an IOC-recognized international Esports governance body. The International Esports Federation and the Global Esports Federation are two principal international Esports governing bodies, neither of which is currently recognized by IOC. In recent years, their relationship has evolved from competition to cooperation, driven by pivotal individuals and organizations recognizing the strategic advantages of collaboration over rivalry. The Chinese Taipei Esports Association is presently the most representative Esports organization in Taiwan, but the rise of the Chinese Taipei Virtual Sports Association may pose a challenge to its status. In conclusion, integrating resources among Taiwan's Esports organizations and proposing better solutions to the governance dilemma of Esports organizations are governance guideline issues that the responsible government authorities will need to address.

References


中華民國科技運動協會(無日期)。關於 TISA。https://tisa.tw/about-tisa/ [Taiwan Innovative Sport Association. (n.d.). About TISA. https://tisa.tw/about-tisa/]
中華民國電子競技運動協會=Chinese Taipei Esports Association(2019).指尖下的對決:從零開始認識電子競技.台科大圖書=Tiked Book.
倪瑛蓮,施致平C.-P.,C.-P.(2013).社會網絡分析在體育運動組織的研究應用探討.中華體育季刊.27(4),287-295.
陳品安,潘義祥,陳文長W.-C.,W.-C.(2016).以多元智慧理論探討電子競技列入運動項目之可行性.大專體育.138,55-62.
熊道天,鄭志富C.-F.,C.-F.(2014).體育運動組織治理互賴之探討:以體育署和中華奧會為例.體育學報.47(2),275-290.

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