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Reconsidering Esport: Economics and Executive Ownership

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TLDR
In this article, an alternative conceptual frame based on the economic notion of executive ownership is proposed to provide a theoretical grounding for esport as a cultural phenomenon and a reframed look at the history of esport and suggests commercial analog gaming (especially Magic: The Gathering) as its point of origin.
Abstract
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 above, the article concludes with a reframed look at the history of esport and suggests commercial analog gaming (especially Magic: The Gathering) as its point of origin.

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Journal Article

Raising the Stakes: E-Sports and the Professionalization of Computer Gaming

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.
Journal ArticleDOI

E-sports are Not Sports

TL;DR: In this article, the authors argue that e-sports are not sports and propose a definition of sport, which they use to define the concept of sport in the context of e-games.
Journal ArticleDOI

Beyond the Game: Dimensions of Esports Online Spectator Demand:

TL;DR: In this article, the authors explored and evaluated the dimensions and consequences of online spectator demand in online games and identified preliminary dimensions of online esports online demand based on a series of metrics.
Journal ArticleDOI

Esports matrix: Structuring the esports research agenda

TL;DR: The proposed esports Matrix, presents four distinct realms that distinguish esports; esports as a representation of current physical sports (sports digitalisation), esports as traditional (multi-player) game experience (competitive multiplayer computer games), esports that modify existing sports, player rules and setups through digital augmentations (digitally enhanced sports), and new types of esports involving emerging technologies such as virtual and augmented reality (immersive reality).
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Psychological and Physiological Stress in Non-Competitive and Competitive Esports Settings: A Systematic Review

TL;DR: In this article, a systematic literature review was performed to investigate whether playing esports in competitive (and non-competitive) settings is related to psychological and/or physiological stress, which revealed theoretical and methodological limitations.
References
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Journal ArticleDOI

What Is eSports and Why Do People Watch It

TL;DR: The results indicate that escapism, acquiring knowledge about the games being played, novelty and eSports athlete aggressiveness were found to positively predict eSport spectating frequency.
Journal ArticleDOI

What is eSports and why do people watch it

Juho Hamari, +1 more
- 22 Mar 2017 - 
TL;DR: In this article, the authors investigate why people spectate eSports on the internet and find that escapism, acquiring knowledge about the games being played, novelty and eSports athlete aggressiveness positively predict eSport spectating frequency.
Book

Raising the Stakes: E-Sports and the Professionalization of Computer Gaming

T. L. Taylor
TL;DR: Taylor explores the emerging scene of professional computer games and the accompanying efforts to make a sport out of this form of play as discussed by the authors, and connects professional computer gaming to broader issues: our notions of play, work, and sport; the nature of spectatorship; the influence of money on sports.
Journal Article

Raising the Stakes: E-Sports and the Professionalization of Computer Gaming

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.
Proceedings Article

On the Scientific Relevance of eSports.

TL;DR: A short overview on the history of eSports is presented, a definition that is suitable for academic studies on eSports related issues is provided and first approaches to this topic that might lead to results that are applicable to problems in seemingly unrelated fields such as strategic decision making or management training are discussed.
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