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Asian J Kinesiol > Volume 27(1); 2025 > Article
The Asian Journal of Kinesiology 2025;27(1):18-27.
DOI: https://doi.org/10.15758/ajk.2025.27.1.18    Published online January 31, 2025.
Esports as Senior Citizen Welfare: Current Trends and Roles
Young-Jin Kim1  , Byoung-Kyun So2  , Young-Vin Kim2  , Yun-Hee Park3, Kyung-Sook Kim3, Ja-Hyeuk Koo1 
1Department of eSports industry, Chosun University of Science and Technology, Gwangju, Republic of Korea
2Department of eSports, Osan University, Gyeonggi-do, Republic of Korea
3Department of Social Welfare, Chosun University of Science and Technology, Gwangju, Republic of Korea
Correspondence:  Byoung-Kyun So, Department of eSports, Osan University, Gyeonggi-do, Republic of Korea, Tel: 82-31-370-2743, 
Email: vir92@naver.com
Young-Vin Kim, Department of eSports, Osan University, Gyeonggi-do, Republic of Korea, Tel: +82-31-370-2743, 
Email: vin082@naver.com
Received: 16 December 2024   • Accepted: 2 January 2025
Abstract

OBJECTIVES
This study aims to explore how Esports can serve as a form of welfare for the senior generation, focusing on its impact on their cultural, recreational, and health-related well-being.
METHODS
A review of literature and case studies on Esports participation among senior citizens was conducted. Domestic and international examples were analyzed to identify potential benefits and challenges.
RESULTS
Findings indicate that Esports can enhance social participation, cognitive engagement, and recreational satisfaction for seniors. The generational familiarity with digital technology supports the integration of Esports into senior welfare programs.
CONCLUSIONS
Esports has the potential to become a valuable tool for improving the cultural and recreational welfare of the senior population. As seniors increasingly embrace digital lifestyles, Esports initiatives tailored to their needs could contribute to their overall well-being.
Keywords: Cognitive Engagement Digital Recreation Esports Senior Welfare Social Participation
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