Case Study - Group 4 - RSR1115C

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FACULTY OF SPORTS SCIENCE AND RECREATION

DIPLOMA IN SPORTS AND RECREATIONAL MANAGEMENT

SPORT REPORTING (SEL151)

GROUP ASSIGNMENT

CASE STUDY:

UNDERSTANDING NEWSPAPER COVERAGE ON E-SPORTS IN MALAYSIA

PREPARED FOR :

MADAM ELLAIL AIN BINTI MOHD AZNAN

PREPARED BY :

NAME STUDENT ID
NUR QHAMARINA BINTI SHAHRIN 2019446546
MUHAMMAD ASHRAF BIN SHAHRUL AMRI 2019245358
IZZHAN IQMAL HAKIM BIN SHURHAN 2019647966
MUHAMMAD NURMUJAHID BIN MOHD NASIR 2019241834
MUHAMMAD FITRI BIN ISHAK 2019876692

GROUP :

RSR1115C

DATE OF SUBMISSION :

9TH JANUARY 2022


TABLE OF CONTENTS
1.0 INTRODUCTION ...................................................................................................................... 1

2.0 RELATIONS FROM THE REPORT WITH THE FUNDAMENTAL OF JOURNALISM . 2

3.0 CRICTICAL DISCUSSION...................................................................................................... 4

REFERENCES ..................................................................................................................................... 5
1.0 INTRODUCTION
E-Sports elevates internet gaming to the level of a spectator sport. It is similar
to witnessing a professional athletic event, however instead of a physical event, fans
watch video gamers play against one other. In recent years, the eSports movement
has evolved to the point that games may now be seen in an organised arena event.
Since 2018, the conventional media has become more interested in e-sports, and
numerous favourable coverages have been provided to it in order to change people's
perceptions of e-sports, which were previously regarded as unproductive activities.
Older and younger generations are coming to adopt esports with the support of
publications.

It is part of our capacity to generate revenue, enhance unity, and overcome


cultural divides, as well as open up new business and professional prospects. E-sport
has the potential to bring in more income, better broadcasts, and higher production
qualities. According to the Edge Malaysia, when this broadcast was played
concurrently on television and livestreamed, it pulled in a whopping 300,000 people.
Southeast Asia has become the fastest-growing area in the globe, with the number of
esports fans set to increase to 19.8 million this year from 9.5 million in 2016. PUBG
Mobile has 30 million active players and 200 million downloads in just eight months,
whereas Fortnite has 200 million registered players and 8.3 million concurrent players.
Professional gaming has gained international prominence, according to The Rakyat
Post, where they are recognised as sportsmen and celebrities with "lucrative
professions and earning as much as more money than their regular sports colleagues."

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2.0 RELATIONS FROM THE REPORT WITH THE FUNDAMENTAL OF
JOURNALISM

1. REPORT THE TRUTH

Failure to present factual news may be perplexing to the reader and if the
reporter is proven to be spreading misleading information, the journalist may be
prosecuted or condemned. According to The Rakyat Post's report in the introductory
issue, professional gaming has also acquired international prominence, with athletes
and celebrities having "good occupations and making as much as more cash than their
mainstream sports opponents." This demonstrates that the reporter conducted an in-
depth investigation and listened to what the Rakyat Post had to say about the topic at
hand and also according to the paper, all of the material is written appropriately and
accurately by the reporter.

2. ACT INDEPENDENTLY
The most important responsibility of ethical journalism is to serve the public.
Journalists must refuse gifts, favours, payments, and special treatment and other
outside activities that might jeopardise their integrity or impartiality or harm their
credibility. This study use in-depth qualitative interview with main respondent is E-
Sports Malaysia (ESM) Head of Communication Muhammad Farouq Abdul Patah.
Throughout the interviews made, it has contained a list of pre -defined questions that
have been used in this study to encourage responses from informant and give more
freedom to the informant to express his or her views on the topic.

3. BE SELECTIVELY SENSITIVE
Ethical journalism regards sources, topics, co-workers, and members of the public
as human beings who need to be treated with dignity. In this study, journalism accept that
respondent agreed that there were negative perceptions on gaming and e-sports among
the public prior to the newspaper coverage initiated by the government. There was not
much public awareness on the advantages of e-sport without the help of newspaper
publicity. Respondent emphasized the importance of newspaper to provide much
knowledge and awareness about e-sport.

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4. BE TRANSPARENT
As a sports reporter, they must be honest and transparent in everything they
write in a report and all they research. They should not be prejudiced towards anybody
they interview, since this would reflect adversely on the reporter's trustworthiness. In
the report, the reporter acted impartially. The fact is that, as previously said, many
thought that e-sport was a time-wasting pastime that occasionally caused difficulties
such as neck ache, muscular degeneration, and so on. Although it discussed the
problems of e-sport, it also discussed the positives of e-sport today. E-sport has the
ability to earn revenue for its participants. This demonstrates that the journalist is
accurate and impartial.

5. PLACE ETHICS OVER THE LAW


Ethics is the most important part of any job, including reporting. To become a
competent reporter, you must prioritise ethics over the law, which implies that you must
be pleasant when conducting interviews or gathering facts for a report. During the
interview, the reporter approached Muhammad Farouq Abdul Patah in this manner. The
reporters also avoid discussing any controversial themes, demonstrating their adherence
to the standards.

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3.0 CRICTICAL DISCUSSION

Concerning the supplied article, the writer should be concerned about the
negative effects of gaming on physical health. The writer should include additional
drawbacks because, according to studies, players who are exposed to prolonged
screen periods are more likely to develop serious mental illnesses. According to a
Time magazine research study, gamers who spent more over seven hours a day on
screens had a twofold increase in the likelihood of experiencing melancholy and
anxiety difficulties, as well as being more prone to being less attentive. Overall, online
games can benefit us as an occupation and provide us with great emotions, but they
can also lead to addiction, personal information leakage and health problems. Finally,
some recommendation to the gamers is to make a record of their daily activities and
total the amount of time that they spend gaming each day. If they have realised that
they have been spending too much time gaming, it's important to acknowledge the
problem and begin managing their time more sensibly. To summarise online gaming,
like everything else, may be useful to society while sometimes being destructive. As a
result, it is up to players to exercise self-control and discipline in order to avoid abusing
online gaming. As a result, the consequence of playing online games is totally in our
hands.

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REFERENCES
There’s Worrying New Research About Kids’ Screen Time and Their . Retrieved
January 9, 2022, from https://time.com/5437607/smartphones-teens-mental-
health/

SPJ Code of Ethics - Society of Professional Journalists. Retrieved January 9, 2022,


from https://www.spj.org/ethicscode.asp

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