2017
DOI: 10.1177/2167479517727286
|View full text |Cite
|
Sign up to set email alerts
|

Intersections of Fandom in the Age of Interactive Media

Abstract: This study focuses on comparing the uses sought and gratifications obtained when consuming media related to eSports and traditional sports; in doing so, relevant areas of overlap and distinction are ascertained. In all, more than 1,300 American eSports participants were queried as to their interest in both eSports and traditional sports fan/followership. Results revealed that eSports participants sought out media for both eSports and traditional sports for similar motivations, specifically social sport, fanshi… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1
1

Citation Types

5
59
0
1

Year Published

2019
2019
2025
2025

Publication Types

Select...
5
2

Relationship

0
7

Authors

Journals

citations
Cited by 73 publications
(65 citation statements)
references
References 18 publications
5
59
0
1
Order By: Relevance
“…More importantly, eSports are inherently related to video and computer gaming, which seem to be intentionally ignored or marginalized by most previous studies due to the consistent stereotyping and stigmatization of video and computer gaming (Taylor, 2012; Witkowski, 2012). However, there is no doubt that video and computer gaming is a matrix of eSports, from which eSports originally emerged; eSports have their roots in video or computer gaming (Brown et al, 2017; Jonasson and Thiborg, 2010).…”
Section: Literature Discussionmentioning
confidence: 99%
“…More importantly, eSports are inherently related to video and computer gaming, which seem to be intentionally ignored or marginalized by most previous studies due to the consistent stereotyping and stigmatization of video and computer gaming (Taylor, 2012; Witkowski, 2012). However, there is no doubt that video and computer gaming is a matrix of eSports, from which eSports originally emerged; eSports have their roots in video or computer gaming (Brown et al, 2017; Jonasson and Thiborg, 2010).…”
Section: Literature Discussionmentioning
confidence: 99%
“…(3) Ethics and fair play. Specific ethics, norms, and codices such as fair play, sportsmanship, and respect for the opponent are crucial elements of esport (Baltezarević & Baltezarević, 2019;Brown et al, 2018;Martončik, 2015;Seo, 2016), although they can occur in distinguished manner compared to traditional sport (Whalen, 2013). This also expresses itself through the fact that esport players see themselves as athletes (Schaeperkoetter et al, 2017).…”
Section: Reviewmentioning
confidence: 99%
“…(5) Fans and (media) attraction. Like in traditional sports, fandom expresses itself by loyalty towards players and teams (Brown et al, 2018;Choi, 2019;Xiao, 2020), but fans also feel a strong loyalty, towards their favorite esport title (Hayday & Collison, 2020;Karakus, 2015;. Ward and Harmon (2019) identify superstar economics establishing in esport, like in traditional sport, music, or acting.…”
Section: Reviewmentioning
confidence: 99%
See 1 more Smart Citation
“…Playing for victory and recognition is very important for most players (Brown, Billings, Murphy, & Puesan, 2018). In addition, the winner, or a high position holder, either an individual player or a whole team, is rewarded with a money prize.…”
Section: Tournaments and Esports Leaguesmentioning
confidence: 99%