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
“…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
This article considers the societal discussion revolving around e-sports to be a reflection of the incommensurability of different means of value justification. The article seeks an answer to the question of how e-sports operators can demonstrate that their work entails aspects, i.e. propose value to aspects that are generally valued. The article presents a theory-guided analysis of the means of value justification in the world of e-sports. The theoretical basis builds upon modern economic sociology. The esteem of e-sports is not generated spontaneously but requires active measures by operators within the e-sports field. This calls for an ability to recognise various means of value justification and the related value categories and conflicts in one's own work. The attractiveness of e-sports in the eyes of the corporate world as well as the general public is proportional to how credibly the e-sports operators are able to demonstrate aspects of their work that are in line with things that are generally valued. The present article contributes to the collaboration between e-sports operators and stakeholders by verbalising the tensions and possibilities related to such collaboration. The article aids in recognising the value-creating interfaces and in fortifying the collaboration and finding synergy benefits.
“…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
This article considers the societal discussion revolving around e-sports to be a reflection of the incommensurability of different means of value justification. The article seeks an answer to the question of how e-sports operators can demonstrate that their work entails aspects, i.e. propose value to aspects that are generally valued. The article presents a theory-guided analysis of the means of value justification in the world of e-sports. The theoretical basis builds upon modern economic sociology. The esteem of e-sports is not generated spontaneously but requires active measures by operators within the e-sports field. This calls for an ability to recognise various means of value justification and the related value categories and conflicts in one's own work. The attractiveness of e-sports in the eyes of the corporate world as well as the general public is proportional to how credibly the e-sports operators are able to demonstrate aspects of their work that are in line with things that are generally valued. The present article contributes to the collaboration between e-sports operators and stakeholders by verbalising the tensions and possibilities related to such collaboration. The article aids in recognising the value-creating interfaces and in fortifying the collaboration and finding synergy benefits.
“…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
Sport used to be practiced and watched only live. Over time, it started to be broadcast by the radio or television. The development of sport on the Internet has led to the emergence of eSports and professionalization of virtual sports competitions. For some gamers playing computer games has turned into competition and later into the professionalization of the game. This paper explores the topic of electronic sports and virtual competition. It discusses eSports and the accompanying behaviors and practices. Authors delivered taxonomy of video game types, game modes and current phenomenon of both online and land-based tournaments as well eSports leagues. The paper also illustrates how gamers are preparing themselves for tournaments and a crucial role of gamers’ motivation. Authors present the FIFA football games series and its eSports application. The adopted research method allowed to obtain answers from n=452 gamers. Results show that 60% of gamers have been spending more than 7 hours a week playing games. More than half of gamers have been playing for more than ten years. Most players play in games because it is considered as a hobby. Most of the gamers consider eSports as a sport. Most of the players are also spectators, who had watched in streaming at least one eSports tournament We find that FIFA game series has an extensive eSports platform and filled the gap by exploring it. Gamers usually play 40 games each weekend in FIFA eSports league but casual eSports gamers and spectators rarely take part in land-based tournaments.
“…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
This paper examines in-real-life (irl) sport and eSports in an attempt to clarify the definition of eSport. The notion of physicality and embodiment are central to the need for clarity in understanding of what eSports are and whether they are sport or some other activity. By examining existing definitions of eSport and irlSport we can identify the similarities and differences between these activities. Methodologically the paper uses the philosophical process of critical thinking and analysis to examine the various approaches taken to defining both eSport and irlSports. Our aim is to highlight the inherent problem of the definition of eSports and irlSports (and the privileging of the term sport as it currently applies only to irlSports). We find that eSports are sports and that the definition of sport should be expanded to include sub-categories of irlSports and eSports.
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