<?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>1996-2452</journal-id>
<journal-title><![CDATA[Podium. Revista de Ciencia y Tecnología en la Cultura Física]]></journal-title>
<abbrev-journal-title><![CDATA[Rev Podium]]></abbrev-journal-title>
<issn>1996-2452</issn>
<publisher>
<publisher-name><![CDATA[Universidad de Pinar del Río Hermanos Saíz Montes de Oca]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S1996-24522023000300017</article-id>
<title-group>
<article-title xml:lang="es"><![CDATA[Incidencia de la cultura organizacional, en el rendimiento deportivo de los equipos de eSport]]></article-title>
<article-title xml:lang="pt"><![CDATA[Incidência da cultura organizacional no desempenho desportivo de equipas de eSport]]></article-title>
<article-title xml:lang="en"><![CDATA[Incidence of organizational culture on the sporting performance of eSport teams]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Soria Maldonado]]></surname>
<given-names><![CDATA[Juan]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Fernández Lorenzo]]></surname>
<given-names><![CDATA[Angie]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Universidad de las Fuerzas Armadas ESPE  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>Ecuador</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>12</month>
<year>2023</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>12</month>
<year>2023</year>
</pub-date>
<volume>18</volume>
<numero>3</numero>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://scielo.sld.cu/scielo.php?script=sci_arttext&amp;pid=S1996-24522023000300017&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://scielo.sld.cu/scielo.php?script=sci_abstract&amp;pid=S1996-24522023000300017&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://scielo.sld.cu/scielo.php?script=sci_pdf&amp;pid=S1996-24522023000300017&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="es"><p><![CDATA[RESUMEN Los eSports o deportes electrónicos han ganado relevancia mundial, pero en Latinoamérica hay una brecha de desarrollo respecto a otras regiones. El objetivo de esta investigación consistió en analizar la influencia de la cultura organizacional, en el rendimiento de los equipos de eSports de Valorant que participaron en el torneo denominado 88 CUP. El torneo se desarrolló del 19 de febrero al 30 de abril de 2023, con la participación de 35 equipos pertenecientes a Ecuador, Colombia, México, Guatemala, Venezuela, Costa Rica, Cuba, El Salvador, Honduras, Panamá, Perú y República Dominicana. Se empleó el instrumento de Cameron y Quinn, adaptado por Ibarra (2019) para evaluar la cultura organizacional, y para el rendimiento deportivo se recopilaron datos de la puntuación media de combate en el torneo 88 CUP; través de esta puntuación, se calculó el índice de rendimiento deportivo en una escala de 0 a 100. El estudio de datos se realizó con el análisis de componentes principales no lineales y ecuaciones estructurales. Los resultados mostraron un promedio de rendimiento deportivo de 25 sobre 100 puntos y apenas el 10 % de los equipos alcanzaron un rendimiento superior a 70. Además, la cultura adhocrática y clan prevalecen en los equipos estudiados. Se estableció un modelo de relación causal de la cultura organizacional en el rendimiento deportivo, donde las dimensiones adhocráticas, jerárquica y de mercado tuvieron un impacto significativo y positivo; en tanto, la dimensión clan tuvo una influencia significativa y negativa en el rendimiento deportivo.]]></p></abstract>
<abstract abstract-type="short" xml:lang="pt"><p><![CDATA[RESUMO Os eSports ou esportes eletrônicos ganharam relevância global, mas na América Latina existe uma lacuna de desenvolvimento em comparação com outras regiões. O objetivo desta pesquisa foi analisar a influência da cultura organizacional no desempenho das equipes de Valorant eSports que participaram do torneio denominado 88 CUP. O torneio aconteceu de 19 de fevereiro a 30 de abril de 2023, com a participação de 35 seleções do Equador, Colômbia, México, Guatemala, Venezuela, Costa Rica, Cuba, El Salvador, Honduras, Panamá, Peru e República Dominicana. Para avaliar a cultura organizacional foi utilizado o instrumento Cameron e Quinn, adaptado por Ibarra (2019), e para o desempenho esportivo foram coletados dados sobre a pontuação média de combate no torneio 88 CUP; por meio dessa pontuação, foi calculado o índice de desempenho esportivo em uma escala de 0 a 100. O estudo dos dados foi realizado com análise de componentes principais não lineares e equações estruturais. Os resultados mostraram um desempenho esportivo médio de 25 em 100 pontos e apenas 10% das equipes obtiveram desempenho superior a 70. Além disso, a cultura adocrática e de clã prevalece nas equipes estudadas. Foi estabelecido um modelo de relação causal da cultura organizacional sobre o desempenho desportivo, onde as dimensões adocrática, hierárquica e mercadológica tiveram um impacto significativo e positivo; entretanto, a dimensão do clã teve uma influência significativa e negativa no desempenho desportivo.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[ABSTRACT eSports or electronic sports have gained global relevance, but in Latin America there is a development gap compared to other regions. The objective of this research was to analyze the influence of organizational culture on the performance of Valorant eSports teams that participated in the tournament called 88 CUP. The tournament took place from February 19 to April 30, 2023, with the participation of 35 teams from Ecuador, Colombia, Mexico, Guatemala, Venezuela, Costa Rica, Cuba, El Salvador, Honduras, Panama, Peru and the Dominican Republic. The Cameron and Quinn instrument, adapted by Ibarra (2019), was used to evaluate organizational culture, and for sports performance, data was collected on the average combat score in the 88 CUP tournament; through this score, the sports performance index was calculated on a scale from 0 to 100. The data study was carried out with the analysis of non-linear principal components and structural equations. The results showed an average sports performance of 25 out of 100 points and only 10% of the teams achieved a performance greater than 70. In addition, the adhocratic and clan culture prevail in the teams studied. A causal relationship model of organizational culture on sports performance was established, where the adhocratic, hierarchical and market dimensions had a significant and positive impact; meanwhile, the clan dimension had a significant and negative influence on sports performance.]]></p></abstract>
<kwd-group>
<kwd lng="es"><![CDATA[cultura organizacional]]></kwd>
<kwd lng="es"><![CDATA[rendimiento deportivo]]></kwd>
<kwd lng="es"><![CDATA[equipos deportivos]]></kwd>
<kwd lng="es"><![CDATA[eSport]]></kwd>
<kwd lng="es"><![CDATA[Valorant.]]></kwd>
<kwd lng="pt"><![CDATA[cultura organizacional]]></kwd>
<kwd lng="pt"><![CDATA[desempenho esportivo]]></kwd>
<kwd lng="pt"><![CDATA[equipes esportivas]]></kwd>
<kwd lng="pt"><![CDATA[eSport]]></kwd>
<kwd lng="pt"><![CDATA[Valorant.]]></kwd>
<kwd lng="en"><![CDATA[organizational culture]]></kwd>
<kwd lng="en"><![CDATA[sports performance]]></kwd>
<kwd lng="en"><![CDATA[sports teams]]></kwd>
<kwd lng="en"><![CDATA[eSport]]></kwd>
<kwd lng="en"><![CDATA[Valorant.]]></kwd>
</kwd-group>
</article-meta>
</front><back>
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