Manajemen Kesehatan Atlet E-Sports
DOI:
https://doi.org/10.55175/cdk.v50i8.668Kata Kunci:
Electronics sports, cedera pada Esports, olahragaAbstrak
Electronics sports (Esports) atau olahraga kompetisi yang fokus pada video games, tumbuh cepat sebagai industri. International Olympic Committee (IOC) telah menyetujui Esports sebagai cabang olahraga pada tanggal 28 Oktober 2017 di Lausanne, Swiss, dan pada tahun 2018 Esports pertama kali dipertandingkan di Asian Games. Esports berisiko cedera, seperti cedera muskuloskeletal, penglihatan, neurologis, metabolik, psikologis, dan ancaman infeksi. Promosi kesehatan dan pencegahan serta penanganan komprehensif atlet Esports serupa dengan penanganan olahraga fisik tradisional lainnya. Panduan kesehatan untuk atlet Esports termasuk rekomendasi khusus mengenai kesehatan dan kebugaran para atlet dapat menghasilkan performa yang optimal dan berprestasi.
Electronic Sports (Esports) or competitive sport on video games has rapidly grown as an industry. The IOC has accepted eSport as a sporting activity on 28 October 2017 in Lausanne, Switzerland, and in 2018 Esports has participated for the first time in Asian Games. Esports also has risk to injuries, such as musculoskeletal, vision, neurological, metabolic, psychological injuries, and potential infection. The health promotion and prevention and comprehensive treatment of Esports athletes are similar to that of other traditional physical sports. Health guideline for Esports athletes can lead to optimal performance.
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