<?xml version="1.0" encoding="ISO-8859-1"?><article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<front>
<journal-meta>
<journal-id>2175-8042</journal-id>
<journal-title><![CDATA[Motrivivência]]></journal-title>
<abbrev-journal-title><![CDATA[Rev. Motriviv.]]></abbrev-journal-title>
<issn>2175-8042</issn>
<publisher>
<publisher-name><![CDATA[Universidade Federal de Santa Catarina]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S2175-80422021000100300</article-id>
<article-id pub-id-type="doi">10.5007/2175-8042.2021.e80001</article-id>
<title-group>
<article-title xml:lang="pt"><![CDATA[E-Sports: uma prática esportiva atual]]></article-title>
<article-title xml:lang="en"><![CDATA[E-Sports: a current sport practice]]></article-title>
<article-title xml:lang="es"><![CDATA[E-Sports: una práctica deportiva actual]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Godtsfriedt]]></surname>
<given-names><![CDATA[Jonas]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Cardoso]]></surname>
<given-names><![CDATA[Fernando Luiz]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Universidade do Estado de Santa Catarina Centro de Ciências da Saúde e do Esporte PPG em Ciências do Movimento Humano]]></institution>
<addr-line><![CDATA[Florianópolis SC]]></addr-line>
<country>Brazil</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>00</month>
<year>2021</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>00</month>
<year>2021</year>
</pub-date>
<volume>33</volume>
<numero>64</numero>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://educa.fcc.org.br/scielo.php?script=sci_arttext&amp;pid=S2175-80422021000100300&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://educa.fcc.org.br/scielo.php?script=sci_abstract&amp;pid=S2175-80422021000100300&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://educa.fcc.org.br/scielo.php?script=sci_pdf&amp;pid=S2175-80422021000100300&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="pt"><p><![CDATA[RESUMO A indústria dos jogos eletrônicos é a terceira mais lucrativa do mundo. Um novo conceito de esporte eclodiu nos últimos anos, sendo comumente denominado de e-Sports. O artigo busca apresentar o e-Sport como uma prática esportiva atual. Esta pesquisa teórica estrutura-se apresentando a seção: &#8220;jogos eletrônicos e os e-Sports&#8221;. Na Educação Física, o e-Sports é negligenciado pelo fato de não abranger elevado gasto energético. O e-Sport ao se fortalecer, vem se transformando em um fenômeno que se aproxima dos esportes convencionais. O e-Sport hoje é objeto de pesquisas acadêmicas que procuram verificar o seu processo de espetacularização, suas características e sua história, se misturando com a história do próprio esporte.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[ABSTRACT The electronic games industry is the third most profitable in the world. A new concept of sport has emerged in recent years, being commonly called e-Sports. The article seeks to present e-Sport as a current sports practice. This theoretical research is structured by presenting the section: &#8220;electronic games and e-Sports&#8221;. In physical education, e-Sports is neglected because it does not cover high energy expenditure. When strengthening e-Sport, it is becoming a phenomenon that approaches conventional sports. Today, e-Sport is the object of academic research that seeks to verify its spectacularization process, its characteristics and its history, mixing with the history of the sport itself.]]></p></abstract>
<abstract abstract-type="short" xml:lang="es"><p><![CDATA[RESUMEN La industria de los juegos electrónicos es la tercera más rentable del mundo. Un nuevo concepto de deporte ha surgido en los últimos años, comúnmente llamado e-Sports. El artículo busca presentar el e-Sport como una práctica deportiva actual. Esta investigación teórica se estructura presentando la sección: "juegos electrónicos y e-Sports". En educación física, los deportes electrónicos se descuidan porque no cubren los altos gastos de energía. Al fortalecer el e-Sport, se está convirtiendo en un fenómeno que se acerca a los deportes convencionales. Hoy, e-Sport es el objeto de investigación académica que busca verificar su proceso de espectacularización, sus características y su historia, mezclándose con la historia del deporte en sí.]]></p></abstract>
<kwd-group>
<kwd lng="pt"><![CDATA[Jogos de vídeo]]></kwd>
<kwd lng="pt"><![CDATA[Esportes]]></kwd>
<kwd lng="pt"><![CDATA[e-Sports]]></kwd>
<kwd lng="en"><![CDATA[Video games]]></kwd>
<kwd lng="en"><![CDATA[Sports]]></kwd>
<kwd lng="en"><![CDATA[e-Sports]]></kwd>
<kwd lng="es"><![CDATA[Juegos de video]]></kwd>
<kwd lng="es"><![CDATA[Deportes]]></kwd>
<kwd lng="es"><![CDATA[e-Sports]]></kwd>
</kwd-group>
</article-meta>
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