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Author

Margaret C. Keiper

Other affiliations: Northwood University
Bio: Margaret C. Keiper is an academic researcher from University of Alaska Fairbanks. The author has contributed to research in topics: Sport management & Risk management. The author has an hindex of 6, co-authored 14 publications receiving 328 citations. Previous affiliations of Margaret C. Keiper include Northwood University.

Papers
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Journal ArticleDOI
02 Jan 2017-Quest
TL;DR: A brief history of eSports and a further developed definition of eSports, and a comparison of eSports to traditional philosophical and sociological definitions of sport are discussed in this paper, with the purpose of this article being to provoke thought on the academically accepted definitions and debate whether eSports should be considered a sport.
Abstract: Electronic sports, cybersports, gaming, competitive computer gaming, and virtual sports are all synonyms for the term eSports. Regardless of the term used, eSports is now becoming more accepted as a sport and gamers are being identified as athletes within society today. eSports has even infiltrated higher education in the form of an intercollegiate athletic sport, as two university athletic departments have made eSports an official varsity sport where scholarships are provided to collegiate eSports athletes. Thus, the intertwining of eSports and university athletics brings into question whether eSports should be considered sport by broader society. This article provides a brief history of eSports, a further developed definition of eSports, and a comparison of eSports to traditional philosophical and sociological definitions of sport. The purpose of this article is to provoke thought on the academically accepted definitions of sport and debate whether eSports should be considered a sport. Attention...

280 citations

Journal ArticleDOI
08 Jan 2018
TL;DR: In this paper, the authors describe the development of eSports as well as discuss the current trends in eSports spectator consumption, highlighting potential licensing, equipment, and personnel requirements needed for hosting eSports events.
Abstract: Typically played via the Internet, eSports (organized competitive video gaming) is becoming a global phenomenon. The popularity of video games and the desire to spectate online and in-person gaming has amplified as Internet-based gaming has improved. eSports competitions are hosted all around the world, but particularly in the United States, Europe, and Asia. While eSports-specific venues are increasingly being built, many venues that host eSports competitions were constructed primarily for other professional sports or entertainment. These entertainment facilities must attract popular financially beneficial events in order to survive. eSports events have great potential to fit this mold. This paper briefly describes the development of eSports as well as discusses the current trends in eSports spectator consumption. Moreover, current and future eSports venues are described, highlighting potential licensing, equipment, and personnel requirements needed for hosting eSports events. Open systems theory is utilized to capture and explain the draw of hosting eSports events and how facilities must adapt to their changing environment.Subscribe to JASM

68 citations

Journal ArticleDOI
TL;DR: In this paper, the authors present a brief history of eSports, a further developed definition of eSports and a further overview of eSports size and market scope, and provide an overview of the eSports in intercollegiate athletics to date.
Abstract: The electronic sports, or eSports, industry has grown into a multi-million dollar industry. The significant growth of eSports can be seen far beyond the participation numbers and spans from eSports’ events being hosted in major arenas and televised on ESPN. Most recently eSports were added to intercollegiate athletic departments. Though eSports has gained a lot of momentum economically and in popularity, academic research and study in the area of eSports is still in its infancy. This paper presents: (1) a brief history of eSports, (2) a further developed definition of eSports, (3) eSports size and market scope, (4) and provides an overview of eSports in intercollegiate athletics to date. The main goals of this paper are to create awareness around the economic growth of eSports and shed light on the potential positive implications of adding eSports to intercollegiate athletic departments. Boosting participation numbers, revenue generation, and creating diversity within an athletic department are al...

59 citations

Journal ArticleDOI
TL;DR: In this paper, a mixed method, exploratory study designed to investigate various course delivery methods within higher education ranging from face-to-face to HyFlex (hybrid flexible) methods.
Abstract: Various course delivery methods exist within higher education ranging from face-to-face to HyFlex (hybrid flexible) methods. This research is a mixed method, exploratory study designed to investiga...

24 citations

Journal ArticleDOI
TL;DR: In this paper, the concerns-based adoption model (CBAM) is proposed to introduce mobile technologies, such as Socrative and Twitter, into the sport management classroom, to stimulate student interest and critical-thinking skills.
Abstract: Pedagogical innovation involving smartphone technology paired with complementary applications may offer sport management faculty the opportunity to create an environment of engaging instruction. Technologically enhanced and innovative assignments have the potential to stimulate student interest and critical-thinking skills by presenting new experiences and active learning opportunities via participatory education. Through the discussion of technology integration and pedagogical innovation when teaching millennial students, the purpose of this paper is to provide a conceptual framework—namely, the concerns-based adoption model (CBAM)—to introduce mobile technologies, such as Socrative and Twitter, into the sport management classroom.

18 citations


Cited by
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Journal Article
TL;DR: Taylor as discussed by the authors examines the ups and downs of a slowly emerging industry, e-sports (electronic sports), which aims to turn real-time video game competition into the next major professional sport-complete with franchises, broadcast tournaments, superstar players, and mogul team and league managers.
Abstract: Raising the Stakes: E-Sports and the Professionalization of Computer GamingT. L. TaylorCambridge, MA: MIT Press, 2012. Appendix, notes, bibliography, index. 304 pp. $29.95 cloth. ISBN: 9780262017374In Raising the Stakes: E-Sports and the Professionalization of Computer Gaming, author T. L. Taylor examines the ups and downs of a slowly emerging industry, e-sports (electronic sports). The e-sports industry aims to turn real-time video game competition into the next major professional sport-complete with franchises, broadcast tournaments, superstar players, and mogul team and league managers. Those who would make e-sports a success point to South Korea, the only country so far in which the industry has taken hold. Taylor tells us that tournaments like the World Cyber Games draw sponsors like Coca-Cola, Microsoft, and Samsung and that Korean Telecom companies, and even the Korean Navy have-or sponsor-teams. Outside of the promised land of South Korea, however, e-sports have struggled and exist as a generally small, niche industry.Taylor's book does an excellent job of examining e-sports through numerous lenses. Providing historical context, she takes us back to the roots of e-sports, delving into the early days of informal, head-to-head video game competitions around the first computer game, Space War! (1962) and the inclusion of highscore record keeping on arcade machines to arcade-based tournaments (still happening today on the old machines like Pac Man and Donkey Kong and chronicled in the 2007 documentary King of Kong) and the video game-themed Starcade (1982- 1984) television show. She then moves to the emergence of the on-line networked play of Id Software's Doom (1993) and Quake (1996) through today's current live and networked tournaments of firstperson shooters and other video game competitions. Yet Raising the Stakes is not just a historical effort. With her first book, Play between Worlds: Exploring On-Line Game Culture, Taylor established herself as a solid analyst of games as media and community.And Taylor brings those skills to bare on gaming as a sport. For example, in her second chapter, titled "Computer Games a Professional Sport," Taylor guides us through an in-depth, well-reasoned, and documented analysis. She cites the literature on the debates around computer games as play. She examines the modification of rules, and occasionally of systems, of the games themselves for tournament play, judging, and broadcast. She compares the requirements and practices of professional sports and professional athletes (mental and physical training, hours and routines of practice, preferences for specific brands and makes of equipment or insistence on the use of personal equipment) in other sports to those of professional gamers. …

270 citations

Journal ArticleDOI
TL;DR: In this paper, the authors argue for the inclusion of organized e-sports events and competitions within sport management vis-a-vis e-games meeting certain defining criteria of sport in general.

199 citations

01 Jan 2009
TL;DR: In this paper, a model of desirable graduate attributes that acknowledge the importance of self-management and career building skills to lifelong career management and enhanced employability is presented, and some important considerations for the implementation of effective university career management programs are then outlined.
Abstract: Recent shifts in education and labour market policy have resulted in universities being placed under increasing pressure to produce employable graduates. However, contention exists regarding exactly what constitutes employability and which graduate attributes are required to foster employability in tertiary students. This paper argues that in the context of a rapidly changing information- and knowledge-intensive economy, employability involves far more than possession of the generic skills listed by graduate employers as attractive. Rather, for optimal economic and social outcomes, graduates must be able to proactively navigate the world of work and self-manage the career building process. A model of desirable graduate attributes that acknowledges the importance of self-management and career building skills to lifelong career management and enhanced employability is presented. Some important considerations for the implementation of effective university career management programs are then outlined.

166 citations

Journal ArticleDOI
TL;DR: It is suggested that future research should focus on esport players’ psychological vulnerability because some studies have begun to investigate the difference between problematic and professional gambling and this might provide insights into whether the playing of esports could also be potentially problematic for some players.
Abstract: Recently, the skill involved in playing and mastering video games has led to the professionalization of the activity in the form of 'esports' (electronic sports). The aim of the present paper was to review the main topics of psychological interest about esports and then to examine the similarities of esports to professional and problem gambling. As a result of a systematic literature search, eight studies were identified that had investigated three topics: (1) the process of becoming an esport player, (2) the characteristics of esport players such as mental skills and motivations, and (3) the motivations of esport spectators. These findings draw attention to the new research field of professional video game playing and provides some preliminary insight into the psychology of esports players. The paper also examines the similarities between esport players and professional gamblers (and more specifically poker players). It is suggested that future research should focus on esport players' psychological vulnerability because some studies have begun to investigate the difference between problematic and professional gambling and this might provide insights into whether the playing of esports could also be potentially problematic for some players.

159 citations

Journal ArticleDOI
TL;DR: In this article, the role of e-sports in sport management is discussed and the role that sport management can be seen as a form of sportification, and the association among sport and various outcomes including physical and psychological health, social well-being, sport consumption outcomes, and diversity and inclusion.

104 citations