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Poulus, D., Coulter, T., Trotter, M., & Polman, R.
The impact of eSports and online video gaming on lifestyle behaviours in youth: A systematic review
Chan, G., Huo, Y., Kelly, S., Leung, J., Tisdale, C., & Gullo, M. (2022). The impact of eSports and online video gaming on lifestyle behaviours in youth: A systematic review. Computers in Human Behavior, 126, 106974.
Chan, G., Huo, Y., Kelly, S., Leung, J., Tisdale, C., & Gullo, M.
The Impact of Actor Engagement on the Business Models of Video Game Developers
The aim of this study is to examine the impact of actor engagement, defined as an actor’s voluntary contribution of resources that go beyond the actual transaction/exchange, on the business model concept in the context of the digital media industry. Based on a literature review, the authors develop propositions about the influence of actor engagement on three elements of a company’s business model: value proposition, creation, and capture. The engagement of actors makes it possible for companies to gain access to certain resources, which fosters the development of new or the improvement of existing offerings, resources, activities, revenue models, etc. In a qualitative case study, the authors examine the business model of Blizzard Entertainment, Inc., a global developer of video game content, with a focus on the online video game service World of Warcraft. The results show that actor engagement led to several modifications in the company’s business model, affecting the three business model elements, and is thus considered a relevant driver of changes in a video game developer’s business model. This study contributes to the literature as it clarifies the meaning and relevance of actor engagement in media management. In addition, it offers practical insights into actor engagement and its business consequences.
International Journal on Media Management
“Starting from scratch to looking really clean and professional”: how students’ productive labor legitimizes collegiate esports
This article analyzes the relationship between student productive labor, or the creation of media content like podcasts or graphic designs, and the institutionalization of collegiate esports. Through 19 semi-structured interviews with students and professionals involved in different areas around collegiate esports, we found that students’ productive labor was a key force in the institutionalization of collegiate esports that generated value for university institutions, the collegiate esports program, and themselves. Student journalists, shoutcasters, and graphic designers perform immaterial labor (Lazzarato, M., 1996 Immaterial labour. Radical thought in Italy: A potential politics, 133–47) that combines technical expertise and familiarity with esports cultural norms to produce content for their university programs. Students reported their excitement to pursue careers throughout the esports industry while acknowledging the stiff competition and precarious nature of employment, resonating with Bulut’s (2020, A precarious game: The illusion of dream jobs in the video game industry) discussion of ludopolitics to examine who can play games versus who can work in the game industry. The article thus addresses the benefits, and risks, inherent in colleges’ reliance on student labor to structure and promote their nascent esports programs.
Brandon C. Harris, Jared Hansen, Onder Can, Md Waseq Ur Rahman, Maxwell Foxman, Amanda C. Cote & Tara Fickle
This study investigates the video game play of a multiplayer firstperson shooter, Counter-Strike: Global Offensive, as part of an esports programme at a vocational school. The game environment is multilingual, and the focal participants are all Finnish-Swedish bilinguals who are proficient in English. The study focuses on the action of providing callouts, which are coordinated English words that refer to specific in-game locations and, when provided, point to opponents’ locations. The aim is to investigate how participants employ callouts as part of their in-game interaction and teamplay, and what they orient to as ‘callout competence’. With a greater understanding of the social organisation of the multilingual game environment and actions, such as callouts, we can better understand the affordances for collaborative and multilingual learning that games can provide for education. Callout competence appears to align with skills and knowledge that may be transferrable into the educational setting; that is, the components that are part of callout competence require collaborative skills and multilingual competence. These skills are part of what makes the teamwork work, as well as an inherent part of activities in an esports education programme that has broadened the classroom to encompass esports game play outside of the classrooms.
eSports: the need for a structured support system for players
This study investigates the roles and responsibilities of eSports stakeholders in ensuring eSports players’ health and wellbeing through the following research questions: (1) What are the roles and responsibilities of different stakeholders in helping ensure eSports players’ mental and physical health?; and (2) What are stakeholders’ perspectives on criticisms which may affect players’ health and wellbeing as well as the quality of their careers?
Informa UK Limited, trading as Taylor & Francis Group
Let’s Watch Live Streaming: How Streamer Credibility Influences Brand Attitude in Esports Streamer Marketing
This study explores if and how perceived Esports streamer credibility influences the audience’s attitude toward the brand endorsed by the streamer. Results from a survey conducted with US adults (N = 277) show the significant and positive relationship between streamer credibility and brand attitude while identifying parasocial relationships and streamer loyalty as two factors mediating the impact of streamer credibility on brand attitude. Structural equation modeling analysis is used to reveal how perceived expertise and trustworthiness of an Esports streamer affect viewer attitudes toward the promoted brands, with theoretical and practical implications outlined.
Qingru Xu, Hanyoung Kim and Andrew C. Billings
https://journals.sagepub.com/home/com
The “big red bull” in the esports room: Anti-doping, esports, and energy drink
In this paper, I examine the theoretical foundations of esports anti-doping policies. Specifically, I focus on the health- and integrity-related arguments on which esports organizations rely to justify their anti-doping efforts and how the arguments relate to esports organizations’ partnership with energy-drink companies. First, I briefly explain the creation and development of anti-doping policies in esports. Subsequently, I identify the theoretical foundations of such policies. Then, I expound how the commercial partnership between esports organizations and the energy-drink industry may impact esports anti-doping theoretical underpinnings. I conclude by critiquing this partnership.
https://www.journals.elsevier.com/performance-enhancement-and-health
Identity transformation, stigma power, and mental wellbeing of Chinese eSports professional players
Zhao, Y., & Zhu, Y. (2020). Identity transformation, stigma power, and mental wellbeing of Chinese eSports professional players. International Journal of Cultural Studies
International Journal of Cultural Studies
Self-enterprising eSports: Meritocracy, precarity, and disposability of eSports players in China
Lin, Z., & Zhao, Y. (2020). Self-enterprising eSports: Meritocracy, precarity, and disposability of eSports players in China. International Journal of Cultural Studies, 23(4), 582-599.
Umbrella platform of Tencent eSports industry in China
Zhao, Y., & Lin, Z. (2020).Umbrella platform of Tencent eSports industry in China. Journal of Cultural Economy.
(Dis)Assembling eSports: Material Actors and Relational Networks in the Chinese eSports Industry
Lin, X., & Zhao, Y. (2021). (Dis)Assembling eSports: Material Actors and Relational Networks in the Chinese eSports Industry. Critical Arts
Understanding complexity and dynamics in the career development of eSports athletes
Yue Meng-Lewisa, Y., Wong, D., Zhao, Y. & Lewis, G. (2021). Understanding complexity and dynamics in the career development of eSports athletes. Sport Management Review
Yue Meng-Lewisa, Y., Wong, D., Zhao, Y. & Lewis, G.
Opportunity and inequality in the emerging esports labor market
McLeod, C. M., Xue, H., & Newman, J. I. (2021). Opportunity and inequality in the emerging esports labor market. International Review for the Sociology of Sport.
International Review for the Sociology of Sport
Esports fandom in the age of transmedia: the reception of the overwatch league
Ruotsalainen, M., & Välisalo, T. (2021). Esports fandom in the age of transmedia: the reception of the overwatch league. Eracle - Journal of Sport and Social Sciences, 4(1): 11-35.
Eracle - Journal of Sport and Social Sciences
#GirlGamers, Soldiers, and Public Relations: Analyzing Gender Representation in U.S. Army Esports
Fisher, J., & Foust, J. (2022). #GirlGamers, Soldiers, and Public Relations: Analyzing Gender Representation in U.S. Army Esports. Journal of Communication.
Knowledge Management in the Esports Industry: Sustainability, Continuity, and Achievement of Competitive Results
Saiz-Alvarez, J. M., Palma-Ruiz, J. M., Valles-Baca, H. G., Fierro-Ramírez, L. A. (2021). Knowledge Management in the Esports Industry: Sustainability, Continuity, and Achievement of Competitive Results. Sustainability, 13, 10890.
Saiz-Alvarez, J. M., Palma-Ruiz, J. M., Valles-Baca, H. G., Fierro-Ramírez, L. A.
Gender in esports research: a literature review
Rogstad, E. T. (2021). Gender in esports research: a literature review. European Journal for Sport and Society