Abstract: The tourism industry was badly affected by the COVID-19 pandemic. Travel restrictions were implemented, which limited travelers’ mobility. On the other hand, COVID-19 took gaming and e-sports to the next level. An industry that is already big and has a huge user engagement globally. This study was conducted to determine and assess E-sports’ role in promoting tourism in the Philippines. The researchers used the crowdsourcing method and snowball sampling. We distributed survey questionnaires to different e-sport communities and groups online whose members are from different countries. The survey questionnaire was divided into two parts, namely, the demographic information and the second part, which are questions that will determine and assess the role of E-sport in promoting tourism in the Philippines. Based on the collected data, the ages of 21–25 are more engaged in e-sports, and the majority of them are males. Most of the participants were from Southeast Asia, and many of them chose DOTA2 as their common e-sport to play. The data also shows that participants have a high assessment of E-sport's effectiveness in promoting tourism in the Philippines. The researchers suggest that another study similar to this should be conducted and based on the data collected by the researchers. Games and Amusement Board should promote the use of E-sport as one way of promoting Philippine tourism.
Keywords: E-sport, Philippine Tourism, DOTA2, Mobile Legend Bang Bang.
Title: E-SPORTS: AN APPROACH TO PROMOTE TOURISM IN THE PHILIPPINES IN THE NEW NORMAL
Author: James Emmanuel C. Valdez, Jaybs Joshua G. Vigilia, Irma Gatdula
International Journal of Management and Commerce Innovations
ISSN 2348-7585 (Online)
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