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On the Scientific Relevance of eSports.

Authors:

Abstract

Competitive computer gaming or eSports is a phenomenon that has become a fundamental element in today's digital youth culture. So far very little effort has been made to study eSports in particular with respect to its potentials to positively influence research developments in other areas. This paper therefore tries to lay a foundation for a proper academic treatment of eSports. It presents a short overview on the history of eSports, provides a definition that is suitable for academic studies on eSports related issues and discusses 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.
On the Scientific Relevance of eSports
Michael G. Wagner
Department for Interactive Media and Educational Technology
Danube University Krems
3500 Krems, Austria
Abstract - Competitive computer gaming or eSports is a
phenomenon that has become a fundamental element in
today’s digital youth culture. So far very little effort has
been made to study eSports in particular with respect to its
potentials to positively influence research developments in
other areas. This paper therefore tries to lay a foundation
for a proper academic treatment of eSports. It presents a
short overview on the history of eSports, provides a
definition that is suitable for academic studies on eSports
related issues and discusses 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.
Keywords: Computer Game Studies, Game Theory,
eSports, Digital Culture, Competitive Computer Gaming.
1 Introduction
While the study of computer games in general is
slowly becoming accepted in the academic world, the
scientific investigation of competitive computer gaming,
also called eSports, is still in its infancy. One of the main
reasons appears to be that in western culture competitive
gaming is usually only seen within the context of first
person shooting games. Almost any attempted academic
discussion is therefore immediately locked into a debate
about game ethics [2]. This debate, however, represents
only a small part of the whole spectrum of competitive
computer gaming that should be of interest to academia.
As pointed out by Fromme [1], any formal
educational effort which aims at teaching media or ICT
competencies to children is usually preceded by informal
and non-formal learning processes of children within their
computer gaming culture. Research into intrinsic
motivation further shows that individuals high in
achievement motivation will prefer competitive activities
and that competence valuation from competition can have
positive motivational effects on all individuals provided
that valuation feedback is given properly [12]. This seems
to indicate that especially children with high achievement
motivation are likely to gain much of the media and ICT
competencies from informal learning processes during
competitive computer game play. The more it is surprising
that so far very little research has been done into exploring
what exactly individuals learn when they compete in non-
educational or “unserious” computer games.
The main aim of this paper therefore is to foster an
academic discussion on eSports or competitive computer
gaming emphasizing the investigation of training effects in
the semi-professional or professional use of rich interactive
environments. It will show that this approach to eSports as
a training science will allow the development of tools and
techniques that can for example be utilized for setting up
high-performance teams in virtual and hypercompetitive
business environments.
2 A short history of eSports
The term “electronic Sports” or “eSports” dates back
to the late nineties. One of the earliest reliable sources that
use the term “eSports” is a 1999 press release on the launch
of the Online Gamers Association (OGA) in which then
Eurogamer evangelist Mat Bettington compared eSports to
traditional sports [9]. Around that time, the sports
discussion was also fuelled by a failed attempt of the
organisation of the UK Professional Computer Gaming
Championship (UKPCGC) 1999 to have competitive
gaming recognized as an official sport by the English
Sports Council [5].
The emergence of eSports as a business factor in
youth culture is quite often described as a ubiquitous
cultural phenomenon of worldwide importance. The
reality, however, shows two different gaming cultures
separated by eastern and western value systems.
In the United States and Europe, the history of
competitive gaming is usually associated with the release
of networked first person shooting games, in particular the
1993 released game “Doom” and the 1996 follow-up title
“Quake” by id software [6]. During that time, teams of
online players, also called “Clans”, started to compete in
online tournaments. By 1997 several professional and
semi-professional online gaming leagues had formed, most
noticeably the still influential “Cyberathlete Professional
League” whose business concept was modeled after the
major professional sports leagues in the United States [10].
Among the first CPL tournament events held in front
of live audiences was the “The Foremost Roundup of
Advanced Gamers” otherwise known as “The Frag” in
1997 [8]. In the philosophy of the CPL, professional
computer gaming was now considered an emerging
spectator sport. In 1999, game development company
Valve released the game “Counter-Strike” as a
modification of their first person shooter “Half-Life”. The
game quickly replaced Quake in popularity in competitive
gaming and has since then remained the central element in
western eSports events.
Eastern eSports culture started out in Korea [4]. In the
mid-nineties Korean policy-makers had deregulated
advanced telecom applications causing a rapid growth of
the Korean broadband infrastructure. This infrastructure
needed to be filled with content, which was mainly
provided through digital television and online gaming. In
contrast to the United States and Europe, however, Koreans
preferred “Massively Multi-user Online Role Playing
Games” (MMORPG), such as the 1998 released “Lineage”
by Korean game development company NCSoft, and “Real
Time Strategy Games” over first person shooting games.
Since the late nineties the Korean gaming market has
been dominated by the multi-user real time strategy game
“StarCraft”, released in 1998 by Californian Company
Blizzard Entertainment as a successor to the 1994 title
“WarCraft”. This game is particularly well suited for
competitive game play. The vast broadband infrastructure
in Korea furthermore favoured the creation of television
stations that were able to focus on broadcasting computer
gaming events. The combination of these elements resulted
in a gaming culture in which individual StarCraft players
are able to gain a cult-like status similar to professional
athletes competing in major sports leagues.
Even though there are an increasing number of global
eSports events, such as the World Cyber Games, which try
to bring western and eastern eSports culture together, the
two business ecosystems remain largely separated and
seem to develop almost independently. This, however, is
not unlike the situation in traditional sports where different
cultures prefer different sports disciplines.
3 Defining eSports
The academic study of competitive gaming requires a
scientific definition of what we mean when we talk about
“eSports”. Interestingly, there is currently no generally
accepted definition of this term at all. Most often it is
considered equivalent to “professional gaming”, a
competitive way of playing computer games within a
professional setting [10]. At closer inspection this appears
to be a far too narrow point of view.
As mentioned above the most dominant influence of
competitive computer gaming is most likely to be found in
the way children manage information and communication
technology as part of the cultural development.
Professional gaming plays an important part in how
eSports is perceived in the general public but the real
fundamental issues can be found elsewhere, in particular in
private homes on family computers.
In order to develop an academically sound definition
of eSports broad enough to merit scientific treatment we
adapt a definition for the term "sport" proposed by sport
scientist Claus Tiedemann [7]. This definition is
particularly intriguing because it is already general enough
to include eSports in its original wording. Tiedemann
defines:
"Sport" is a cultural field of activity in which human
beings voluntarily go into a relation to other people with
the conscious intention to develop their abilities and
accomplishments - particularly in the area of skilled
motion - and to compare themselves with these other
people according to rules put self or adopted without
damaging them or themselves deliberately.
Let us rewrite this somewhat to better suit the
application we have in mind. In particular, we delete the
reference to skilled motion. While this phrase provides us
with an explanation of how our traditional way of thinking
about sport fits into sport science it does not add real value
to the definition itself. Furthermore, we note that
competition requires that contestants acquire some form of
recognition for success. Since this is an important thought
for the subsequently introduced approach to eSports we
want to explicitly exclude activities that are not deemed
important by a particular culture. We arrive at the
following slightly reworded definition:
"Sport" is a cultural field of activity in which people
voluntarily engage with other people with the conscious
intention to develop and train abilities of cultural
importance and to compare themselves with these other
people in these abilities according to generally accepted
rules and without deliberately harming anybody.
Similar to the original definition by Tiedemann, this
definition is deliberately broad and needs further
specialization when used for a particular type of sport
disciplines. This is done by defining what particular
abilities of cultural importance are trained through the
respective sport activities. In the industrial age, for
example, “physical fitness” became one of the most
dominant values in society. Therefore, most traditional
sport disciplines aim at measuring the physical fitness of
contestants. They refer to abilities in the area of physical
strength and skilled motion, an area that is covered in great
detail in traditional sport science.
It has to be expected that the activities we will accept
as sport disciplines will change as our value system
change, for example due to technological progress. During
recent years we have seen a rapid development and cultural
integration of information and communication technology.
The mastery of multimodal communication by means of
synchronous and asynchronous voice and text messaging
has become one of the most fundamental capabilities to
acquire high status within a group, particularly in youth
culture. It is therefore expected that anybody participating
in this culture - in particular individuals with high
achievement motivation - will feel the need to demonstrate
this mastery by succeeding in competition. One of the most
obvious ways of doing so is by competing in computer
gaming events.
The emergence of eSports can thus be interpreted as a
logical and irreversible consequence of a transition from an
industrial society to the information and communication
based society of today. Underneath the Counter-Strike
image, competitive computer gamers train and compare
competencies in networked and multimodal
communication strategies or, more generally, competencies
in the use of information and communication technology,
something one might refer to as “cyberfitness”. Hence, we
define:
“eSports” is an area of sport activities in which
people develop and train mental or physical abilities in the
use of information and communication technologies.
Even though this definition includes individual as
well as team activities, the following will mainly focus on
the study of team disciplines. Interestingly, team
disciplines seem to be preferred by western eSports culture
whereas individual disciplines are more popular in eastern
culture.
4 eSports science
It has to be noted that there is no particular need to
look at eSports as an area of disciplines that satisfy a
traditional sport definition. We could just as well look at
eSports as a completely separated field of study. The
overrated question whether competitive gaming is a sport
or not is to some extent irrelevant for the academic
discussion of eSports. However, the above approach shows
that there is a quite natural connection between traditional
sports and eSports that goes far beyond the commonly used
argument that eSports relates to the training of a proper
hand-eye coordination through computer games. It
furthermore allows us to borrow academic approaches and
methodologies from traditional sport and training science
and to apply them to what might be called “eSports
science”.
The potential of this approach lies on the fact that it
does not only look at eSports as a phenomenon that
deserves to be investigated purely for its influences on
society and culture, for example by studying how a fast-
paced FPS game such as Counter-Strike influences the use
of communication and language of its players [11]. It looks
at eSports as a field of study which in return allows us to
derive novel approaches and methodologies to actively
advance other areas of interest that are not directly related
to computer gaming.
To illustrate this with one example consider the
eSports discipline of Counter-Strike. In this discipline two
teams of four to five players each compete against each
other in a sequence of 1:45 minute game rounds in which
they alternate the roles of terrorists and counterterrorist,
respectively. The first team to win a given number of
rounds wins the match. Detailed rules and regulations do
not only specify tournament and match regulations, they
also give very detailed technical instructions about game
and server settings. As a result, teams are faced with an
extremely well defined virtual environment in which the
only way of winning a match is to find and execute
strategies that outperform the strategies of the opposing
team. This strategy focus is further amplified by the large
number of quick rounds forming a single match. Winning
teams therefore need to be trained in successfully
implementing and changing game strategies quickly and
efficiently.
In management theory, teams that exhibit such a high
level of effectiveness with which they perform their
various roles are called “high-performance teams” [3].
These teams play an important role in the development of
effective organisations; they are usually autonomous in
their decisions and operate both highly motivated and self-
sufficient. In order to be successful, eSports teams train to
become what one could call “virtual high-performance
teams” exhibiting the properties of classical high-
performance teams within a virtual environment.
We can furthermore think of the training necessary
for developing this effectiveness as an inversion of
usability engineering. Instead of optimizing a software
system to the user needs and requirements, eSports training
optimizes human skills for maximum performance within a
fixed software environment. Main focus is thereby given
the way team players communicate and interact in the
execution of collaborative tasks.
If we learn to understand how eSports training builds
highly effective teams through the above notion of inverse
usability engineering, we should therefore be able to apply
the same approach to building and advancing virtual high-
performance teams in traditional hypercompetitive business
environments. This transfer of methodologies obviously
also applies to any situation in which a virtual team has to
achieve high performance in the use of a given complex
software system.
One additional observation that deserves mentioning
stems from the fact that eSports is routed deeply in digital
youth culture. Children, who are already very competent in
their use of information and communication technology,
further train their competencies through playing
competitive games, whereas the majority of adults have not
yet even taken notice of these developments. This seems to
imply that we are currently seeing a social-technological
generation gap that is rapidly widening.
If this observation is correct, the problem of
integrating older generations into technological progress
will become an increasingly important issue as the children
who train their virtual communication skills today will
most likely be influential in making decisions on the
usability of technology in the future.
5 A game theoretic approach
Another aspect of eSports is that it bridges classical
game theory with the new field of computer game theory
through the common focus on competitive game play. This
appears to be particularly important since the well
researched field of game theory has enormous influences in
economics, but has so far seen surprisingly little attention
by researchers in computer game studies. A game theoretic
approach to eSports, however, could for instance foster the
importance of competitive computer games as a tool to
train “high speed strategic decision making” in
management training.
To illustrate this concept with a simple example we
simplify the scope found in a typical round of Counter-
Strike by reducing the number of players per team to two.
We also remove the time limit. Furthermore we simplify
the task by assuming that a team has won the round only if
it eliminates the opposing team neglecting other ways of
succeeding such as bomb defusal. Both teams start at
positions in which they cannot see each others’ team
players. They both now need to make one fundamental
decision. Should a team split up and should the two players
search for their opponents independently? Or should they
stay together and search as a team?
A game of this type is called a strategic-form game
according to game theory. In order to find a solution, also
called Nash equilibrium, we need to compute the so-called
game matrix consisting of the individual payoffs or
outcomes each team obtains from choosing one or the other
strategy. Since the objective is to win, a proper choice for
measuring this outcome is the probability with which a
team wins the match. Obviously, different players have
different strengths and weaknesses that will influence the
game outcome and have therefore to be taken into account.
One way of measuring this “fitness” is, for example, the
probability with which a player wins a one-on-one match
with a random opponent. Similarly, we can measure the
fitness of a team as the probability the team wins a match
against a single random opponent. A straightforward
calculation then yields game matrix and Nash equilibrium.
It is obvious that as we introduce additional degrees
of freedom into the game, such as increasing the number of
players on each team, the situation gets increasingly more
complex. Nevertheless, a game theoretical analysis remains
possible due to the well defined virtual environment the
game is played in: On one hand this opens up a completely
new approach to eSports coaching. On the other hand, it
can be expected that teams that train for eSports disciplines
will increase their competency in making complex strategic
decisions at a high speed.
6 Conclusion
This paper introduced eSports driven ideas and
concepts such as inverse usability engineering or virtual
high-performance teams. This list of potential applications
of results that could be derived from eSports research is by
no means exhaustive, it is merely meant as a starting point
for further research activities.
7 References
[1] J. Fromme, “Computer Games as Part of Children’s
Culture”, The International Journal of Computer Game
Research, 2003 [Online] Available at:
http://www.gamestudies.org/0301/fromme/
[2] J. Goldstein, “Violent Video Games” in Handbook of
Computer Game Studies, eds. Raessens, J. & Goldstein J.,
MIT Press, Cambridge, 2005.
[3] J. Katzenbach and D. Smith, The Wisdom of Teams:
Creating the High-Performance Organization,
HarperBusiness, 1994.
[4] M. Kim, “Spiele-Boom in Korea”, Game-Face, 2005,
[Online] Available at: http://www.game-face.de/
article.php3?id_article=162
[5] M. Knox, “The Sport of Computer Gaming”,
3DActionPlanet, 1999 [Online] Available at:
http://www.3dactionplanet.com/features/editorials/sport/
[6] D. Kushner, Masters of Doom: How Two Guys
Created an Empire and Transformed Pop Culture, Random
House Trade Paperbacks, 2004.
[7] C. Tiedemann, “Sport (and culture of physical
motion) for historians, an approach to precise the central
term(s)”, IX. international CESH-Congress, Crotone, Italy,
2004.
[8] The Frag Diary 1997, [Online] Available at:
http://bluesnews.com/articles/thefrag.html
[9] The OGA 1999, [Online] Available at:
http://www.eurogamer.net/article.php?article_id=105
[10] T. Welch, “The History of the CPL”, Cyberathlete
Professional League, 2002 [Online] Available at:
http://www.thecpl.com/league/?p=history
[11] T. Wright, E. Boria and P. Breidenbach, “Creative
Player Actions in FPS Online Video Games: Playing
Counter-Strike”, The International Journal of Computer
Game Research, 2002, [Online] Available at:
http://www.gamestudies.org/0202/wright/
[12] M. Vansteenkiste and E. Deci, E. “Competitively
contingent rewards and intrinsic motivation: Can losers
remain motivated?”, Motivation and Emotion, vol. 27, pp.
273-299, 2003.
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We explored the effects on intrinsic motivation and ego-involved persistence of winning versus losing a competitively contingent reward and, for losers, the additional effects of receiving either positive performance feedback or performance-contingent rewards. Winners were more intrinsically motivated than losers. Losers given an explicit normative standard who received positive feedback for meeting the standard were more intrinsically motivated than losers who did not receive the additional standard and feedback. Losers who received a performance-contingent reward for reaching the same explicit standard displayed less intrinsic motivation behaviorally assessed than did losers who got positive feedback, but the two groups did not differ on self-reported enjoyment. Effects on enjoyment were mediated by perceived competence, but effects on free-choice behavior were not. People who lost the competition showed more ego-involved persistence than people who won or did not compete.
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Interactive video and computer games belong to the new multimedia culture that is based on the digital computer technology. These electronic games have become increasingly popular since the 1980ies. In the beginning they were mainly played b y y outh and young adults, but in the early 1990ies they also entered the media world of children. This development was closely connected to the introduction of new hand-held v ideo game machines like Nintendo's Gameboy and new television-linked game machines like Sega's Master Drive and Nintendo's Entertainment System. For a while the market of electronic games was split up into two parts: computer games for the PC were predominantly designed for and played by over 14-year-olds whereas video games for hand-held and television-linked game machines were mostly developed for and played by children. This, however, changed in the middle of the nineties, because new game machines were introduced which also aimed at older users (think of Sony's Playstation), and because - on the other hand - personal computers became a more and more common equipment for children, too. Electronic games combine two formerly different phenomena: play and technical m edia. Thus they are at t he same time toys which have changed children's ways of playing, and media which have changed children's media culture. We can also say that video and computer games have blurred the borders between playing and media use. Play is the predominant m ode of children and youth to acquire the world o f new media a nd computer technology. We have empirical evidence that "electronic games are the most frequently used interactive media" (Beentjes et al., 2001, 95) throughout Europe. In a comparative study carried out in 1997 and 1998 it was shown that - on average - children between 6 and 16 devote about half an hour per day to playing electronic games. Those types of PC use that adults usually regard as the more serious ones demand less time: PC not for games about 17 minutes and the Internet about 5 minutes per day (Fig. 1). [Available online at: http://www.gamestudies.org/0301/fromme/]
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