... eSports is a rapidly growing phenomenon characterized by its own culture and community, comprising not only players and spectators, but also other stakeholders such as game development companies, media, and investors. Taylor and Witkowski argued in 2010 that eSports would become mainstream culture as computer games continue to spread into everyday life, and the latest statistics support them; eSports holds a considerable market value ($898 million in 2016, estimated to $1,238 billion by 2019) and attracts massive amounts of spectators (213.8 million spectators world-wide in 2016). 1 eSports is an emerging area of research within the wider field of computer games research (e.g.,Drachen et al., 2014;Faust, Meyer, & Griffiths, 2013;Seo & Jung, 2016;Smith, Obrist, & Wright, 2013;Taylor, 2016). Still, research on eSports is limited as previous research has mainly focused on theoretical discussions, such as aesthetics and comparisons between eSports and sports (e.g.,Ferrari, 2013;Jenny, Manning, Keiper, & Olrich, 2016), and discussed eSports from a player perspective (e.g.,Bowman, Weber, Tamborini, & Sherry, 2013;Carter & Gibbs, 2013;Johnson, Nacke, & Wyeth, 2015). ...