2017
DOI: 10.1515/pcssr-2017-0010
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Reconsidering Esport: Economics and Executive Ownership

Abstract: This article starts with a literary review of the conceptual frames through which esport has been labeled academically. It shows how the concept of “electronic” has been taken as the core term for labelingesport, often accompanied by a strong emphasis on “professionalism.” The literary review is followed by the submission of an alternative conceptual frame based on the economic notion of executive ownership, which provides a theoretical grounding for esport as a cultural phenomenon. In accordance with the abov… Show more

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Cited by 84 publications
(56 citation statements)
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References 24 publications
(6 reference statements)
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“…In this respect, some researchers (e.g. Karhulahti, 2017) have astutely pointed out that the letter "e" in the name of the sport not only stands for electronic, but also for economic sports.…”
Section: E-sports Makes Its Way From the Margins To The Mainstreammentioning
confidence: 99%
“…In this respect, some researchers (e.g. Karhulahti, 2017) have astutely pointed out that the letter "e" in the name of the sport not only stands for electronic, but also for economic sports.…”
Section: E-sports Makes Its Way From the Margins To The Mainstreammentioning
confidence: 99%
“…The players started to unite (Reer & Krämer, 2018) and put together their first teams. Shortly, experts and organizations joined in and started to form professional teams (Karhulahti, 2017) initially limited to a specific game, and later for many games on different platforms ).…”
Section: Tournaments and Esports Leaguesmentioning
confidence: 99%
“…Whilst Hollist [20] argued that there is a need for regulation of labor relations in eSports as current laws are inadequate to properly regulate eSports in regards to employer-employee relations and employment conditions and employee (player) health. There is a considerable amount of interest in eSports from various sectors of the academy -commercial gaming [21], grassroots eSports communities [22], eSports and streaming content [9,23], nationality [24], training and physicality [25] and so on.…”
Section: Esport: Impact and Popularitymentioning
confidence: 99%
“…Karhulahti [21] considered eSport not from the competitive and technology leveraged point of view that many authors have taken, but from the economic 'pay-for-play' point of view, and introduced the idea of "Executive Ownership" (p. 46), where the owner of the intellectual property -i.e. the game company that develops and maintains the game, servers and 'playing fields', has ultimate power and ownership over when and even how the game/sport is played.…”
Section: Defining Esports or Re-defining Irlsport? Why Not Both!mentioning
confidence: 99%