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Abstract

Aims: The aim of the paper is to explore emerging themes, which support the development of a sustainable esports industry. Methods and results: This study is based on a workshop methodology, which aims to identify and explore topics perceived as most pertinent by individuals with an intimate understanding of the dynamics of the esports context. Two workshops were held with a total of 64 participants, representing both academia and industry stakeholders. Interpretations of the sustainability of esports were thus recorded, developed, critiqued, and refined through social interaction with experts. The results indicate three critical themes to address regarding the development of sustainability of esports, namely a) health and inclusiveness, b) the incomplete industry structure, and c) the immature business logic. Conclusions: Sustainability refers to the ability of esports to survive or persist. We argue that sustainability is dependent on how well industry stakeholders can address the identified themes. Currently, social sustainability is the primary concern of both practitioners and researchers of esports. Economic sustainability mostly deals with securing business growth, while environmental sustainability is not yet perceived as a relevant topic (e.g., using sustainable technologies and energy-saving related to gaming and competitive events). Structures and processes within esports presently constitute the focus of sustainability in esports.
Original Research Article 1
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Current issues of sustainability in esports
Anna-Greta Nyström*1, Brian McCauley2, Joseph Macey3, Tobias M. Scholz4, Nicolas Besombes5, Joaquin Cestino,
Julia Hiltscher, Stephanie Orme, Ryan Rumble, Maria Törhönen
1. Åbo Akademi University
2. MMTC, JIBS, Jönköping University
3. University of Turku; Gamification Group, Tampere University
4. University of Siegen
5. Institut des Sciences du Sport-Santé de Paris (URP 3625) - Université de Paris
6. JIBS, Jönköping University
7. University of Bonn; ESL Gaming GmbH
8. Emmanuel College
9. MMTC, JIBS, Jönköping University
10. Gamification Group, Tampere University
* Correspondence to anna-greta.nystrom@abo.fi
Abstract
Aims: Sustainability refers to the ability of esports to survive or persist. The aim of the paper is
to explore emerging themes that support the development of a sustainable esports industry.
Methods and results: This study is based on a workshop methodology, which aims to identify
and explore topics perceived as most pertinent by individuals with an intimate understanding
of the dynamics of the esports context. Two workshops were held with a total of 64
participants, representing both academia and esports industry stakeholders. Interpretations of
the sustainability of esports were thus recorded, developed, critiqued, and refined through
social interaction with experts. The results indicate three critical themes to address regarding
the development of sustainability of esports, namely a) health and inclusiveness, b) the
incomplete industry structure, and c) the immature business logic.
Conclusions: We argue that sustainability is dependent on how well esports industry
stakeholders can address the identified themes. Currently, social sustainability is the primary
concern of both practitioners and researchers of esports. Economic sustainability mostly deals
with securing business growth, while environmental sustainability is not yet perceived as a
relevant topic (e.g., using sustainable technologies and energy-saving related to gaming and
competitive events). Structures and processes within esports presently constitute the focus of
sustainability in esports.
Keywords: esports, sustainability, economic sustainability, social sustainability
Highlights
Sustainability in esports has mostly centered around economic aspects, while social
issues are currently rising to the forefront.
Three themes currently illuminate which issues must be addressed to achieve a
sustainable esports industry: health and inclusiveness, incomplete industry structure,
and immature business logic.
Original Research Article 2
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If esports is to become sustainable, these aforementioned emerging themes require
effort to be addressed from both practitioners and researchers.
Note: Data collection within this research was conducted before the global outbreak of
COVID-19.
Original Research Article 3
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Introduction
While research on esports continues to increase, new perspectives emerge regarding future
opportunities and research avenues related to the industry. Currently, prominent esports
research areas include media studies, informatics, business, sports science, sociology, law, the
convergence of gaming and gambling, and cognitive sciences [1]. In addition, new
combinations of applied theoretical lenses will continue to open innovative avenues for
researchers as the esports industry evolves. Nevertheless, esports and the role of esports in
society are often under-researched, although esports, as evidenced in the current pandemic,
can act as a future lab for the digitized society [2].
Esports is a multifaceted social phenomenon but is often regarded as a business or an
economic industry [3]. Despite impressive estimates of the industry value at approximately 25
billion USD [4], this narrow perspective underestimates the complexity of the ecosystem and
how various stakeholders act to advance and broaden the industry. A recent topical issue of
the esports industry concerns its sustainability [5] which has so far received scant attention in
academia, despite becoming an essential ingredient of corporate strategies and business
models within esports [6-7]. Recent work finds that more research is required specifically in
terms of weaknesses and threats to the industry [8].
As esports continue to grow, sustainability will become increasingly relevant for any
stakeholder, despite individual actors in the ecosystem often lacking sustainability. Within
esports, sustainability has hitherto centered around the stability of the industry and securing
business growth [5], consequently, research addressing sustainability in esports relates to the
continuity of the industry and its communities, and how esports should develop to grow and
stay competitive. Therefore, it is vital to explore sustainability in esports from new
perspectives, including economic, environmental, and social sustainability [9]. Economic
sustainability refers to the more effective use of resources concerning economic growth, while
environmental sustainability relates to the maintenance and improvement of natural support
systems and services for current and future generations of living creatures. Finally, social
sustainability refers to the physical well-being and basic needs of individuals, quality of life,
and equity (see Table 1). Consequently, as the triple bottom line model of sustainability [10]
depicts, all dimensions benefit from and support each other.
Table 1: Sustainability concepts in esports
Sustainability concept
Definition
Economic sustainability
The effective use of resources concerning economic growth.
Social sustainability
The physical well-being and basic needs of individuals, quality of life,
and equity.
Environmental
sustainability
The maintenance and improvement of natural support systems and
services for current and future generations of living creatures.
Esports sustainability
The ability of esports to survive or persist.
This paper addresses the issue of sustainability in esports by mapping emerging
developmental areas within the esports industry in need of attention and effort. As a result, it
addresses sustainability issues related to esports, while providing a holistic overview of the
industry, its ecosystems, and value-creation logic. The aim of the paper is to explore emerging
Original Research Article 4
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themes that support the development of a sustainable esports industry. The following research
question guides the study: What issues must be addressed to develop a sustainable future for
esports?
Method
To investigate and identify issues related to the sustainability of the esports industry, a
workshop research methodology was deemed to be the most suitable. Workshops are similar
in style to focus group methods and are particularly suited to fulfil a specific research purpose
[11]. They are especially well-suited for exploring and identifying research areas or challenges
that are vague and inexplicit [12] or include complex motivations and behaviors, while
affording diverse views [13]. The workshop methodology allows for the identification and
exploration of those topics perceived as most pertinent by individuals with an intimate
understanding of nuances and dynamics of the esports context [14]. Furthermore, a workshop
research methodology allows us to record individual interpretations of the industry and have
those initial interpretations developed, critiqued, and refined through social interaction with
other experts [15]. Thus, a workshop setting enables a range of individual experiences to be
synthesized into a ‘collective sense’ [16].
Research design
Workshops as a research methodology have no specific procedures or scripts regarding
methodological issues [17]. However, both primary and secondary data may be produced from
workshops [18]; the former emerges in real-time, and the latter is formed in retrospect through
representations and accounts of what took place during the workshop. The ‘Symposium on
developing a sustainable future for esports’, was held in November 2019 in Jönköping, Sweden
[19]. Two concurrent workshops were hosted at Jönköping University, each with 30 attendees
representing both the esports industry and academia [20]. Invited participants were assigned
into multiple subgroups of four to five attendees and one facilitator each. Equal opportunity to
contribute was facilitated via small group size and inclusive seating arrangements. This design
allowed all participants to face one another and direct their ideas and comments to the group
rather than the facilitator. Furthermore, it attempted to remove symbolic hierarchies that
might be formed, for instance, if one person is sitting at the head of the table.
Participant demographics
In total, there were 64 participants, including four workshop leaders. Although most (52) were
based in Sweden, there was diverse international representation with 28 participants who were
not of Swedish nationality. Of the participants, 17 were female and 47 male. Ages ranged from
approximately 20 to 55 years with the majority aged in their 20s and 30s. The 30
representatives in each workshop were industry representatives and members of academia,
many of whom had extensive links to industry and practical experience. The workshops
included representatives of international esports stakeholders (e.g., Esports Integrity
Commission [ESIC], DreamHack, and The Esports Observer), and Swedish esports
organizations (e.g., Female Legends, Swedish Esports Association, Esports United, and
Phoenix Blue). In addition, attendees represented esports content creators, entrepreneurs,
indie game developers, LAN organizers, student associations, esports coaches, sports clubs,
local government, and former professional players. Academic areas of expertise included
esports, marketing, entrepreneurship, media, innovation, legitimacy studies, gambling,
streaming and content creation, gender studies, game cultures, institutional studies, and
globalization.
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Data collection
The workshops were structured as follows (see Table 2). First, the facilitators adopted a
‘flexible moderator’ role [21] where participants were given the freedom to interpret
sustainability issues as they saw fit and were allowed the autonomy to direct the conversation
to where they, as experts in the field, believed it should be directed. Second, the facilitator
acted as amanuensis (i.e., note taker) during these discussions. These notes were used to aid
facilitation and as raw data for later analysis. Finally, the facilitator also wrote down (or
encouraged participants to write down) each idea on post-it notes and placed each on an A2-
sized piece of paper in the middle of the table, which served as an interactive mind map. The
mind map provided participants with a visual and physical aid to further discuss ideas, suggest
modifications/clarifications, and suggest relationships between different post-it notes (for
example, by placing them in thematic clusters) [22]. Third, the subgroups presented a
summary of their discussions to all workshop participants, ensuring issues could be shared,
elaborated upon, and discussed. After each group presented their issues, they were
categorized into mutually exclusive, but comprehensively exhaustive themes. Fourth, each
subgroup was assigned a theme and allowed time to discuss how this issue could be resolved
(using the same approach as in step two). After 20 minutes, the themes were swapped so that
each group was able to discuss potential solutions to three themes. Finally, each group
presented their solutions to all workshop participants, allowing other groups to discuss,
critique, and synthesize each solution as a collective. Participants were also allowed to give
broader comments about the workshop and the state of the industry, ask facilitators and peers
final questions, and present any final thoughts they had for later reflection.
Table 2: Structure and process of the workshops
Stage
Level of
discussion
Facilitators’ role
Participants’ role
1. Introduction
All workshop
participants
Introduce and frame the
workshop
Listen and ask questions about
format
2. Issue
identification
Group
Flexible moderator, note taker,
post-it writer
Identify and discuss key
sustainability issues affecting
esports industry
3. Issue
discussion
All workshop
participants
Moderate discussion, write ideas
on whiteboard, facilitate
categorization of ideas into
themes
Present, elaborate, and critique
issues. Collectively categorize
issues into key themes
4. Solution
proposals
Group
Flexible moderator, note taker,
post-it writer
Propose potential solutions for
issues
5. Solution
discussion
All workshop
participants
Moderate discussion, write ideas
on whiteboard, facilitate
categorization of ideas into
themes
Present, elaborate, and critique
solutions. Collectively
categorize solutions into key
themes
6. Close the
workshop
All workshop
participants
Thank attendees. Encourage
comments around the workshop
Comments about the workshop.
Pose questions and final
thoughts.
As a result of the workshops, all discussion groups produced mind maps and lists of keywords
and topics covered during the discussion. In addition, the facilitator of each group wrote down
the group’s thoughts and ideas. These lists constituted our primary data. Furthermore, after
the workshop, the facilitators were asked to summarize their thoughts on the group
discussion in written format, which we also used as data in our analysis. The summaries were
collected per email shortly after the workshop.
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Data analysis
The data were analyzed using thematic analysis [23]; in this phase, the researchers searched
for descriptions of sustainability and mapped the different topics that the workshop
participants viewed as important for the future of the esports industry. Independent
researcher coding was guided by identifying issues, proposed solutions, and the relationships
between them (see Table 3).
Table 3. Data analysis process
Data analysis phase
Outcome
1. Open coding
8 consolidated themes
2. Focused coding, round 1
Further descriptions of the
consolidated themes
3. Focused coding, round 2
Linking the 8 consolidated
themes to sustainability
dimensions
4. Analysis of outcomes
3 propositions for addressing
sustainability in esports
Care was taken to ensure that minority or dissenting opinions were also considered during
coding. We were thus able to identify and categorize areas of research, which the workshop
participants viewed as important and/or emerging related to each sustainability orientation
(economic, social, environmental). The findings were then discussed as a research team until
agreement was made on final themes based upon the data and research question. Figure 1
provides an overview of the study’s design and data analysis process.
Figure 1. Research design and data analysis process
Results
The resulting themes from the workshop were categorized into three main topics linked to
established sustainability dimensions [9]. Table 4 provides an overview of the main themes
addressed in the workshops (columns 1-2) and the consolidated sub-themes based on both
workshops (column 3) linked to a primary sustainability dimension (column 4). Finally, Table
Workshop 1 & 2;
60 participants;
4 workshop
leaders
Data analysis Identification
and detailing of
emerging themes
Understanding
of sustainability
issues in esports
Written notes,
mindmaps, and
group discussion
summaries
Eight sub-themes
were identified in
the data and linked
to sustainability
dimensions
After consolidating the sub-themes,
three main themes emerged as issues
addressing sustainability in esports
Process
Outcome
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4 indicates the final consolidated emerging themes based on sustainability dimensions
(column 5). These categories are presented as propositions highlighting those areas of the
esports ecosystem in need of further attention if the industry is to achieve sustainability at all
levels (economic, social, and environmental). The propositions are: (1) social sustainability in
esports requires addressing issues of health and inclusiveness, (2) social and economic
sustainability in esports require stable industry structures, increase of legitimacy, and
decentralized governance; and (3) economic sustainability in esports requires an evolution of
business logic.
Table 4. Emerging main themes based on the workshop data
Business workshop
topics
Society workshop
topics
Consolidated
sub-themes
Primary
sustainability
dimension
Emerging
main
themes
Recognition and
increased
understanding of
esports as sports,
players’ well-being
Lack of definition
of sports and
esports, hidden
agendas in esports,
burn-out, disorders
Social and mental
health
Social
sustainability
Health issues
and
inclusiveness
Bullying/harassment
and toxic
environment
Gender equality
Diversity and
inclusion
Social
sustainability
Geographical
differences and rules
in esports
(Organizational)
fragmentation
Inconsistent
industry standards
Social &
Economic
sustainability
Incomplete
industry
structure
Lack of rules and/or
inconsistent rules,
code of conduct
Lack of knowledge
and
professionalization
Governance and
institutionalization
Social &
Economic
sustainability
Unclarity in league
structures and games
(lack of clear paths
hinders
sensemaking)
Lack of
transparency,
complexity of
industry
Transparency of
structures
Social &
Economic
sustainability
Lack of service
providers, lack of
organization and
structure, unclear
prospects
Risks and
unpredictable
future
Fragmented
ecosystem
Social &
Economic
sustainability
The leap from
occasional player to
professionallack of
support or guidance,
and development of
skills
Lack of knowledge
and
professionalization
/ limited career
prospects
Training and
education
Economic
sustainability
Immature
business
logic
Monetization issues,
revenue hard to come
by, financial
sustainability,
uncertainty, and
instability
Commerciality and
return on
investment
Revenue models
Economic
sustainability
Discussion
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Each proposition is now discussed in a dedicated sub-section and presented conjointly with a
background review of the consolidated themes linked to the proposition. By broadening the
discussion to the extant literature, we holistically approach the emerging sustainability themes
in esports.
Social sustainability in esports requires addressing issues of health and inclusiveness
We identified the following sub-themes in the data associated with the social sustainability
dimension within esports: social and mental health, and diversity and inclusion.
Social and mental health
The informants identify players’ mental health as a significant topic in esports. Many
professional players have publicly discussed feeling ‘burnt out’ at some point in their careers
[24]. Many elite professional players must contend with busy competitive seasons, often
traveling around the globe over short periods, competing in high-stakes tournaments, and
gruelling practice schedules with little downtime. In the coming years, special attention
should be directed at the players’ practice environment and especially to their life rhythms,
the role of the parental and social environment in their development and well-being, as well as
the social cohesion of the groups of players with each other, their support staff and with the
culture of the country in which they stay. However, players’ mental health is not limited solely
to cases of burnout; there is also a need to address nutrition education, increased physical and
mental stimulation beyond the game, and treating depression and anxiety in players [25].
Nutritionists, dieticians, and mental health professionals are increasingly overseeing the
health and development of esports players [26], as has been the norm in traditional sports for
decades.
Disorders linked to the social and cultural dimensions of players’ health, often teenagers or
young adults, constitute a challenge for esports [27]. The separation of families, cultural
differences, the challenge of relationships, or the different circadian rhythms due to different
time zones, are all elements likely to harm players’ well-being (e.g., [28]). Physical injuries are
certainly the most visible traumas experienced by players who practice intensively, with many
high-level players having publicly mentioned the issue, sometimes even putting their careers
on hold, or stopping altogether [29-30]. No genre or game medium is spared and specific
approaches to medicine in esports are increasingly required [31]. Research into physical
injuries in esports have also identified ongoing issues with many teams now staffing physical
trainers, physiotherapists, osteopaths, and occupational therapists [32-33]. Concurrently,
physiological monitoring devices will increasingly support these efforts to maintain peak
performance [34].
Diversity and inclusion
The informants consider the esports industry as mainly composed of young, white, able-
bodied men. While exceptions can be found at the highest level, participant perceptions were
that there are few female players, few BIPOC (Black, Indigenous and People of Color) players
in the PC esports scene, few players over the age of 30 years, even fewer players with
disabilities, and very few transgender or non-binary players. As with any other cultural or
sporting activity, esports reflects the societies in which it has emerged and developed. In
theory, esports is a unique space of inclusion; the skills required to perform in video games do
not discriminate against people based on their gender, skin color, or age. In practice, however,
the idea of an inclusive esports ecosystem is not yet a reality.
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In addition, the following themes of diversity were identified in the data: gender, racial,
generational, and inclusion of people with disabilities. Current estimates state that half of all
video game players are women [35]. Yet, they comprise only six percent of the competitive
esports scene [36], only four percent of LAN attendees over the last ten years [37], and only a
handful have participated in major international competitions or leagues (e.g., Kim “Geguri”
Se-Yeon in Overwatch, Sasha “Scarlett” Hostyn in Starcraft II, or Li “Liooon” Xiaomeng in
Hearthstone). Reasons for this disparity may include social constructions which favor
cooperation over competition in adolescent girls, gendered marketing of video games oriented
towards adolescent boys in the 1990s, an absence of playable and non-hypersexualized female
characters, and toxicity in online spaces [38-41]. Although it is an aspect of diversity that is
sometimes discussed less than gender, there are apparent differences in the representation of
Black or Latinx people in esports, depending on the competitive scenes and the games media.
As observed from highest overall earnings [42], PC gaming is dominated by white and Asian
players. The console-based gaming communitiesparticularly the fighting game community
appears more diverse [43]. The absence of BIPOC gamers at the highest professional level may
be rooted in a lack of support from game publishers for their competitive console scenes
(compared to their PC scenes). Toxicity and harassment further compound the situation
BIPOC players face in online gaming spaces [44]. Thus, while research on race in esports is
developing into a focal area [45], commitment from game publishers, league organizers, and
event management is needed to ensure a healthy social environment for marginalized players.
Thus far much of the activism in this space has been spearheaded by individual players,
although several organizations have emerged, including AnyKey, Black Girl Gamers, Latinx in
Gaming, Melanin Gamers, or Afrogameuses, that strive to build racially diverse esports
communities [46].
Social and economic sustainability in esports require stable industry structures,
increased legitimacy, and decentralized governance
We identified the following themes alluding to both social and economic sustainability:
inconsistent industry standards, governance and institutionalization, transparency of
structures, and fragmented ecosystem.
Inconsistent industry standards
During the late 2010s, game developers adopted the games as a service paradigm (i.e., Games
as a Service [GaaS]) [47]. Consequently, the esports ecosystem moved towards a more market-
based environment, with the emergence of specific ecosystems for individual esports titles
increasing fragmentation. Concurrently, publishers centralized the competitive tournaments
at the highest level; as such, every esports title has an ecosystem both derived from, and
supporting, the business model of the video game publisher, creating a lack of uniformity in
the regulation and governance of the sector [5].
This market-based focus has initiated several issues that impact the entire esports ecosystem’s
social and economic sustainability. Accordingly, the informants in this study point at a lack of
industry standards within esports, with those that do exist being inconsistent; the presence of
different publishers, different strategies and diverse stakeholders mean the creation of
necessary standards, and metrics within the industry is particularly challenging. This situation
is further complicated because esports is a worldwide phenomenon, there is pressure on
esports organizations to act globally despite being rooted locally and subject to differences in
national law and structures [48]. For example, the informants recommended an industry
standard for viewership metric (e.g., Average Minute Audience [AMA]) both valuable and
necessary. In addition, as industry standards for contracts in esports collide with national
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employment laws, it is essential to evaluate where industry standards are required and push
for solutions.
Governance and institutionalization
The gatekeepers of esports represent a form of governance regarding their respective games
and, if they are professional, have some form of institutionalization. For example, Overwatch,
and the Overwatch League, are highly regulated and can rival other governance structures in
traditional sports [10]. Despite this structure, there is a call for a governing body on a global
level [49] for which a range of bodies are competing; there are currently eight international
federations that claim to be the governing body of esports worldwide, including: International
eSports Federation (IeSF), International Digital Sports Committee (IDSC), International
Esports Committee (IEC), World E-sports Consortium (WESCO), World Esports Association
(WESA), Esports World Federation (ESWF), International Esports Omnipotent Committee
(IEOC) and the Global E-Sports Federation (GEF). Two of them, the IeSF and GEF stand out,
either because of their relative longevity (the IeSF was created in 2008 and covered
approximately 100 member countries) or their relative representativeness (some of the largest
game publishers in the esports industry are founders and members of the GEF). However,
both governing bodies use the same strategies and pursue the same objective: to align with the
sporting and Olympic institutions [50]. Yet, neither of these entities has acquired the
necessary legitimacy within the esports industry [51]. An underlying question concerns the
necessity of such a governing body on the international level if, within a specific game, a
publisher possesses this role. The discussion addresses important issues related to the benefits
usually associated with legitimacy, particularly, access to resources and organizational success.
On the national or federal levels, associations are perhaps better equipped to act as governing
bodies due to the legitimacy they are provided with thanks to their direct connection to the
region and the grassroots level. But this can only happen if the publisher delegates this role to
governing associations.
Transparency of structures
The consequence of the lack of interest from game publishers is the presence of many
stakeholders embodying a range of diverse and varied interests who wish to position
themselves as parallel regulators of the esports ecosystem [52]. Due to this situation of
alternative legitimacy claims (each one advancing their own system of rules, norms, concepts,
and definitions, but none of them achieving a generalized consensus around them), ethics and
integrity issues in the industry and esports competitions remain significant challenges for
industry stakeholders [53]. In the absence of a legitimate international governing body and the
powerlessness of the publisher, every individual stakeholder needs to uphold fairness in
esports without a generally accepted appropriate system of reference. For instance, match
manipulation and match-fixing are serious issues in some competitive arenas [54]. For some
players it may be more profitable to lose on purpose and bet on your own defeat than to win
the game. If betting platforms cooperate with competition organizers, they can alert them of
suspicious transactions. When this is not the case, or when betting occurs in unregulated
environments, it becomes almost impossible to fight against this phenomenon. It becomes
evident that ‘clean’ esports requires a combined effort of key stakeholders in the respective
ecosystem, thereby highlighting the challenge of creating local solutions that work in specific
legal frameworks and global standards enabling a fair competitive environment. Bodies such
as ESIC work to identify solutions that may bridge this paradox; to create sustainable
solutions, national or federal associations must collaborate to find an efficient solution to this
challenge.
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Fragmented ecosystem
A corollary effect of this lack of a legitimate common regulating system is that esports is a
fragmented ecosystem. The growth of many digital industries, particularly esports, would
benefit from regulation and frameworks, not only from a legal and economic point of view,
but also to promote its social impact [49]. The fragmentation of the various stakeholders in
the esports ecosystem reveals the absence of formal governance of the sector, leading to drifts
in terms of ethics and integrity. Often it is grassroots actors that shape the markets of esports
[55], consisting of multiple sub-esports ecosystems. These systems may arise from a national
perspective or a specific esports title, making esports highly complex. The struggle of creating
an international governing body reveals the multilevel complexity of achieving validity in the
legitimacy process [56], making esports perhaps ungovernable [5], and requiring new
solutions. Indeed, the story of esports is characterized by bottom-up, community-based
action; for example, in the absence of action from the publisher, it was the players of Super
Smash Bros. themselves that acted as user entrepreneurs to build the competitive scene [57].
Although the primary source of power in any established esports ecosystem lies with the game
publisher, a series of alternative structures co-exist; there are tournament organizers and
streaming platforms that link the specific esports title with each other on a horizontal level
while at the vertical level, national or federal associations help connect the grassroots esports
environment with the pro circuit created by the game publisher. Thereby this fragmented
ecosystem has specific assemblages in the contexts that allow the consolidation of legitimate
systems through mimetic and professionalization processes [58]; embracing this flexibility
may contribute to sustainability in contrast to the coercive enforcement of governing bodies
copied from traditional sports.
Economic sustainability in esports requires an evolution in business logic
We identified the following themes regarding economic sustainability: training and education,
and revenue models.
Training and education
A significant challenge for the sector concerns training of future esports professionals. The
themes identified in the current study’s data directly related to training the players, staff, and
related professions. The process of professionalization within esports started only in the
middle of the 2010s. A dematerialized practice by nature, esports has developed during 2000
2010 distinct from any formal framework; although this feature constitutes one of its perceived
strengths [5], it may also be a barrier to learning and improving skills necessary for personal
development and access to high performance. Respecting instructions, rationalizing training,
warming up, taking breaks, learning to lose or win, working within a team, and playing a role
within a group are all skills that esports can teach [59-60]. As such, the environments of
schools, universities, and clubs constitute a sound basis for promoting healthy and responsible
practices of esports [61-62]. By structuring the supervision of esports practice from the
youngest age, it is possible to act on several levels: to transmit good practices, to develop
competencies, to identify players with solid potential, and thus to favor the sustainability of
the professional ecosystem. Training players requires the support of coaches, managers, and
analysts who are competent both in the technical specifics of esports practice and experts in
their respective fields (e.g., didactics and pedagogy in coaching, psychology and social
psychology, physiology, economics, marketing and communication, business development,
project management and event management). It is therefore essential to identify the sector’s
needs in terms of professions, develop appropriate training courses, build relevant educational
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content, and identify the appropriate contributors [63]. Such an approach would benefit both
the staff who supervise the players (from initiation to high level) and the future professionals
who will be active in the sector in the coming years [64]. Numerous training programs,
whether at the school or university level, have been developed worldwide, mainly in Western
Europe and Scandinavia, North America, and Southeast Asia. They offer different formats, are
positioned in various disciplinary fields, and train many professions [65].
Although there are counterexamples in specific esports sectors, notably in the Fighting Games
Community, it is typical for a player’s career to end around the age of 25 years [66]. One
potential explanation for the exhaustion experienced by players is the requirement of high-
level competition in a context where the process of professionalization is still in an early
phase, often asymmetrical, and extremely limited. Stability in a club is difficult to reach,
competition is intense, and few places are available in a sector where being at the lower level is
synonymous with financial instability. As with any other athlete, esports players’ bodies and
minds are the tools of their work, due to the increasing economic, competitive, and media
stakes, players can quickly overuse their bodies and could be unable to establish long-term
and, subsequently, financially rewarding careers [60].
Revenue models
The esports market has been growing strongly since the 2010s, although the COVID pandemic
initiated a slight decline in 2020 [67]. The market is small (barely 1/500th of the sports market)
and strongly dependent on private investments [68]. While game publishers and a few pro-
players can benefit from important revenues, the current esports business model of clubs and
league organizers are seldom profitable [69]. Compared to professional sports, the sources of
income are less diversified: media rights are marginal, ticketing is minimal, sports betting is
undoubtedly growing but not authorized in all countries, public subsidies are rare, and
merchandising is still relatively under-developed [70]. Fundraising, sponsorship, and content
creation are currently the three primary sources of income for esports clubs [71]. Concurrently,
the flexibility of event organizers is decreasing as game publishers regain control of their
intellectual property. Today, almost all esports clubs and event organizers are losing money
and are forced to chase investors to ensure their short-term stability for one event or season
[70-71]; it is apparent that sustainable business models are yet to be discovered within the
esports ecosystem.
Conclusions
We have discovered and discussed emerging themes within esports that explicitly relate to
sustainability; the ability of esports to survive or persist is mainly dependent on how well
industry stakeholders can address these themes. Firstly, we found that social and mental
health as well as diversity and inclusion are vital aspects of ensuring social sustainability. This
led to our first proposition, namely social sustainability in esports requires addressing issues of
health and inclusiveness. Social sustainability is generally considered to encompass more than
the physical well-being and basic needs of human beings [72]. For decades, social
sustainability has encompassed social homogeneity, fair incomes, and access to goods,
services, and employment. To date, esports research has presented a wide range of social
issues related to the industry but has not explicitly linked the discussion to social
sustainability.
Secondly, our data pointed towards incomplete industry structures characterized by
inconsistent industry standards, issues related to governance, institutionalization and
transparency of structures, and a fragmented ecosystem. We thus proposed that social and
Original Research Article 13
This is an open access article under the CC BY license
economic sustainability in esports require stable industry structures, increase of legitimacy, and
decentralized governance. Social and economic sustainability in esports are closely connected
due to the GaaS paradigm; stakeholders aim to enhance the lifecycle of an esports title, which
necessitates sustainability. This form of sustainability is focused on the economic dimension,
but as esports requires players to play the games, social sustainability is necessary to achieve
financial sustainability. Stakeholders must, therefore, establish and nurture an environment in
which the longevity of a game can be sustained. Accordingly, social and economic
sustainability in esports call for stable industry structures, increased legitimacy, and
decentralized governance. Moreover, esports requires a stable and reliable legal framework, at
the very least on the national level [73].
Thirdly, immature business logic emerged as the main theme and resulted in our third
proposition; economic sustainability in esports requires an evolution of business logic. Here,
training and education, and revenue models outline the theme, currently pointing towards a
plethora of business and revenue models, business logic, and professional roles, rather than
established value-creating economically sustainable processes.
We argue and stress that sustainability in esports cannot be merely concerned with securing
business growth (i.e., economic sustainability). While there are emerging themes related to
economic sustainability (i.e., business models, governance, and institutionalization), social
sustainability issues appear to be the current primary concern of most practitioners and
researchers of esports. These are specifically related to inclusiveness, social and mental health,
integrity, transparency, and foremost standards, governance, institutionalization, and
fragmentation in ecosystems.
An issue of note is that there were no clear themes in the data related to environmental
sustainability (i.e., the responsible use of natural resources; an example of which would be the
utilization of sustainable technologies and energy-saving related to gaming and competitive
events). These were not identified by the workshop participants possibly due to their focus
being on the structures and processes within esports rather than supporting factors such as
technology and, in turn, its impact on the esports industry. Academic work has already
seriously underlined the negative impact of digital infrastructures and video games [74-76].
However, little is known about the direct effect of esports on the environment. Given that, in
the contemporary world, we argue that it is impossible to ignore the major ecological crisis
facing the global population. Esports stakeholders should not ignore this challenge
indefinitely; the infinite growth of the sector thus becomes a questionable issue.
Esports represents a future lab for society with opportunities for research in a range of specific
disciplines as well as extensive cross-disciplinary studies. Furthermore, esports stakeholders
and individual actors have increasingly indicated and demonstrated a willingness to work with
researchers to ensure a sustainable future for esports. As esports becomes increasingly
pervasive in developing countries [77-78] the value of understanding the role of esports in a
global digital society and how a sustainable future can be ensured becomes even more
pressing.
While some researchers claim that the concept of sustainability has to a degree lost its meaning
[79], and its vagueness may hinder its application in research [80], the traditional sustainability
perspective allows for analyzing both the current and the potential future state of an emerging
industry. A sustainability perspective points at critical issues that eventually become vital for
the industry. A particular asset of esports is that it is neither clearly structured or governed, and
that a substantial amount of bottom-up activity and enthusiasm is present in the ecosystem.
This provides a viable opportunity to facilitate meaningful change; esports evolved from
Original Research Article 14
This is an open access article under the CC BY license
grassroot communities, and these communities can play a core role in esports sustainability.
Researchers should play an active role in supporting these initiatives.
Declaration of interest statement
The authors report no conflict of interest. This work was supported by the Academy of Finland
project Centre of Excellence in Game Culture Studies (CoE-GameCult, #312396) for author J.M.
Original Research Article 15
This is an open access article under the CC BY license
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Chapter
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... Almost half of the participants express support for a single global governing body with uniform rules. This finding is in line with several authors who also refer to calls for one governing body on a global level (Bafna, 2020;Nyström et al., 2022;Rana & Parsai, 2023). As already outlined by Holden and colleagues in 2017, the success of an overarching governance structure will not only require the collaboration of a large number of organisations but likely also demand delegating rule-making authority (Holden, Rodenberg & Kaburakis, 2017). ...
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The continuing success of esports as a mass phenomenon is accompanied by an increase in challenges regarding governance and regulation as well as integrity. Besides match-fixing and software/hardware cheating, the consumption of performance-enhancing substances by esports players continues to cause negative publicity for the industry. While the number of scholarly contributions on this topic increases, there still is a clear lack of empirical studies that take the perspectives of players into account. In an online survey, we reached 226 esports (Defense of the Ancients 2, DotA 2) players, inquiring about the (perceived) prevalence and legitimacy of alleged performance-enhancing substances as well as aspects relating to governance, integrity, and regulation. Our results disclose a widespread self-reported use of caffeinated drinks and nicotine, with a notable proportion of participants reporting occasional or rare use of prescription drugs. Besides substance use, participants identified match-fixing and cheating as significant challenges to the integrity of esports. The results further indicate a lack of awareness of global governing/regulatory bodies by esports players and underscore the need for enforced regulation and concerted governance initiatives.
... Low intake of fruit and vegetables has been linked to an increased risk of cancer, cardiovascular disease, and mortality (Aune et al., 2017). These challenges mentioned above might be jeopardizing the social sustainability of esports due to the impact they might have on the esports athletes' health and well-being (Nyström, 2022). ...
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Past esports books focus on specific areas of esports (e.g., esports medicine, esports business/management, esports history, collegiate esports, etc.). A reference source is lacking in the literature that provides a broad overview of esports. The editors on this panel propose to address this gap with the creation of a wide-reaching, interdisciplinary Handbook of Esports, intended for publication with a well-established global publisher. The purpose of this interactive panel discussion is for the editors of the proposed Handbook of Esports to receive feedback on this project’s content outline, to discuss the expectations for chapter structure and style, and to solicit interest from the Esports Research Network (ERN) membership and conference attendees who would like to be considered for writing, co-writing, or peer reviewing chapters. Planned as an overall reference text, the objectives of the Handbook of Esports are for readers to be able to: 1) Describe a global overview of esports, 2) Utilize the handbook as an all encompassing esports reference tool, 3) Understand the interdisciplinary nature of esports, 4) Evaluate the current issues surrounding the esports ecosystem, and 5) Immediately implement practical evidence-based strategies and recommendations regarding a plethora of areas relating to esports.
... Low intake of fruit and vegetables has been linked to an increased risk of cancer, cardiovascular disease, and mortality (Aune et al., 2017). These challenges mentioned above might be jeopardizing the social sustainability of esports due to the impact they might have on the esports athletes' health and well-being (Nyström, 2022). ...
Conference Paper
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The purpose of this study was to investigate the pandemic’s economic impact on the esports industry, taking into account varying types of stakeholders (i.e., primary esports activities performed, legal status, business size), using France as a case example. Guiding research questions included: What were the economic consequences of the pandemic upon the esports market? Did the additional media exposure that esports received during the prime pandemic period (i.e., March 2020 to February 2021) have a positive effect upon esports market revenue? Has the pandemic had the same or varied impact on the different types of esports stakeholders, based upon their activities, legal status, or size?
... Low intake of fruit and vegetables has been linked to an increased risk of cancer, cardiovascular disease, and mortality (Aune et al., 2017). These challenges mentioned above might be jeopardizing the social sustainability of esports due to the impact they might have on the esports athletes' health and well-being (Nyström, 2022). ...
Conference Paper
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The number of esports education programs continue to rise globally (Jenny et al., 2021; Jenny, Gawrysiak et al., 2021). Quality programs teach transferrable skills which are needed within the esports ecosystem and other job sectors (Scott et al., 2021). Esports can be used as a tool to motivate students and teach knowledge, skills, and competencies within a holistic learning experience. There are six papers presented within this “Esports and Education” track at the 2022 Esports Research Network Conference. First, Trotter and colleagues offer an examination of the impact of school esports program participation on student health and psychological development. Next, Becka and colleagues discuss how an esports training space may impact students, teachers, and graduates, as well as complement the higher education, at a public university in Argentina. In addition, Rusk and Ståhl provide an analysis of gaming inside and outside of school from the Finnish student player perspective. Fesharaki and colleagues then describe the development of a dual career higher education program being launched at Jönköping University in Sweden that aims to offer opportunities for student athletes in both esports and traditional sports. Moreover, King and Burton examine varying perspectives regarding mental health, burnout, and performance with a United States collegiate Overwatch esports team through single case design. Last, Gortari and colleagues research the motivations to enroll in high school esports programs in Norway while investigating gaming habits and potential mediators for motivations and risk factors.
... As esports continue to grow, sustainability will become increasingly relevant for any stakeholder, despite individual actors in the ecosystem often lacking sustainability (Nyström et al., 2022). Esports is short for electronic sports and refers to competitive video gaming with tournament and league structures just like traditional sports (Zhou et al., 2020). ...
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Background Problems: The world of sports and gaming has witnessed a significant transformation in recent years. Esports, which refers to competitive video gaming, has gained immense popularity among individuals of all ages. This article explores the perception of health and sports education pre-service teachers on esports, specifically focusing on Mobile Legend, PUBG Mobile, Crossfire, and Valorant as potential future professional careers. Research Objectives: The purpose of this research is to know the perception of health and sports education pre-service teachers on eSports as a future professional career. Methods: This study uses a mixed method to collect data through quantitative (questionnaire) and qualitative (focus group interviews) methods. There were 116 people with different backgrounds to fill out the form. The instruments used were a questionnaire and a discussion guide. The first instrument that was used was a questionnaire using a g-form, followed by discussion. The data analysis used Miles dan Huberman technique. Findings and Results: As a result, about the health and sport education pre-service teacher perception through esports, Mobile Legend placed first as the most played esports, followed by PUBG Mobile, Crossfire, and Valorants in the last place. 88.8% said that esports can be a professional career, with some of them already making money from playing the game. 94.82% of players playing esports are only for entertaining or filling free time, but most of them, especially the Mobile Legend players, understand the rules and the strategy to win the game. About 50.9% of online game addiction behaviours may occur among adolescents. Conclusion: As a conclusion, pre-service physical education teachers’ perceptions show that they believe that esports can be a potential career pathway.
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The growing popularity and expansion of esports have prompted an academic and legal debate, where its classification as either a sport or a form of entertainment remains unclear. This article explores the dual nature of esports, providing an overview of the legal and regulatory challenges it presents. It opens the discussion by addressing the space occupied by esports, distinguishing it from the traditional understanding of analogue sports while introducing the role of various stakeholders. The article then delves into the legal discussion taking place at the EU level, exploring also how the national legal reality of some Member States approach esports. The study highlights the urgency of finding a balanced approach that recognises esports as a hybrid entity, necessitating a regulatory model that draws from both sports law and entertainment law. Furthermore, the article complements the analysis by addressing emerging normative systems within esports, including autonomous governance structures and the potential need for state intervention to address issues such as doping, match-fixing, and the protection of minors. By analysing the existing legal frameworks in non-EU countries, particularly in Asia and North America, the authors suggest that esports needs to be approached as a new type of sport—a perspective that should be reflected in future EU regulations.
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Aim The current study aimed to explore grassroots esports in sports clubs in Norway from the perspective of volunteer esports leaders. Method and results Fifteen volunteers were recruited from grassroots esports initiatives in various sports clubs and were interviewed via online video conferencing using a pre-developed semi-structured interview guide. Data was analyzed using inductive thematic analysis with a realist approach, which generated the following themes: (1) Local community impact at the center of motivation, (2) lack of support threatens the operations of the initiatives, and (3) competency development to overcome barriers. The participants perceived the grassroots esports initiatives as essential for children in the local community and as the core of their motivation as volunteers. Several challenges were mentioned for sustaining the initiatives, such as maintaining motivation, resource management, and recruiting new volunteers. Finally, competency and qualified esports trainers were mentioned as necessary for a high-quality offer. Conclusion The grassroots esports initiatives in sports clubs are viewed by volunteer esports leaders to affect the local community positively. However, there are challenges tied to the operation of such initiatives, such as engaging volunteers and raising competence. Future research should investigate barriers to help develop strategies to support grassroots esports initiatives.
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This chapter offers an introduction to the diverse and evolving esports scenes and communities in four prominent South American countries: Brazil, Argentina, Peru, and Chile, to provide a glimpse of the esports culture in the region. The gaming culture and context of each country are explored, with a brief historical background of main titles and events, emphasizing similarities and differences in current esports consumption. The chapter delves into the prominent platforms, games, communities, competitive events, players, teams, developers, and the passionate player base that characterizes each country’s esports scene, along with accompanying challenges. This chapter underscores the region’s role in the global esports phenomenon. Key highlights include: (1) while the first competitive video gaming championships appeared in South America in the 1980s, the esports scene did not start to grow exponentially until around 2010; (2) esports labor management policies are slowly developing in South America, but support from governments, game developers, and professional teams is still a challenge; and (3) as a space marked by power asymmetries and the characteristic inequalities of post-colonial territories, South America contributes greatly to the esports ecosystem and as time passes esports will continue to grow and professionalize in the region.
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This study aims to discuss the purpose of higher education esports academic programs, offer the first known comprehensive worldwide inventory, and conduct a comparative content analysis of their curricula. Data was collected through structured internet searches, global esports academic research networks, and personal correspondence. Underpinned by Diffusion of Innovations Theory's construct of innovation adoption (Rogers, 2003), data was analyzed through a systematic iterative comparative content analysis. Findings revealed 95 esports bachelor's degree, master's degree, technical degree (i.e., diploma), certificate, or undergraduate minor programs delivered by 74 higher education institutions, primarily located in North America and Europe. The vast majority of these programs (80%) focused on esports business (e.g., management, marketing) and, on average, these programs required 5.7 (SD = 3.4; range 1-15) esports-specific courses (i.e., modules). Moreover, findings also revealed that there are at least 16 other higher education institutions that provide stand-alone esports courses that do not also offer esports academic programs. Current trends and ideas around esports content being taught and career opportunities regarding future directions of esports academic curriculum are presented. Program content and structure discussed are important for esports industry job hiring decision-makers, prospective esports students, esports faculty members, esports researchers, and higher education administrators.
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It is our contention that the 2019 esports industry's revenue size is massively undervalued at 1.1BUSDwithintheliterature.Thispaperprovidesamoreaccuratesizingoftheesportslandscape,incorporatingintotheanalysissixmajorsectorsoftheesportsindustry:1)teams,professionalplayers,andstreamers,2)gamepublishers,3)streamingplatforms,4)physicalproducts,5)leaguesandtournaments,and6)digitaltools.Eachsectorisdiscussedseparately,withdescriptionsofthebusinessmodelsandcorrespondingrevenueequationsthatdriveeachsectorsrevenueestimates.Overall,wepurportthat1.1B USD within the literature. This paper provides a more accurate sizing of the esports landscape, incorporating into the analysis six major sectors of the esports industry: 1) teams, professional players, and streamers, 2) game publishers, 3) streaming platforms, 4) physical products, 5) leagues and tournaments, and 6) digital tools. Each sector is discussed separately, with descriptions of the business models and corresponding revenue equations that drive each sector's revenue estimates. Overall, we purport that 24.9B USD is a more accurate estimation of the "true" market size of esports for 2019.
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Esports has generated an industry of increasing economic and cultural importance. In recent years, universities and other higher education institutions have responded to its growth by establishing programmes of study which aim to satisfy the needs of innovators operating in the area. However, there is not yet consensus on what an esports curriculum should include. Despite being a technology-driven sector with ethical and professional dimensions that intersect computing, current ACM and IEEE curricula do not mention esports. Furthermore, existing courses tend to provide teaching and training on a wide variety of topics aside from those traditionally in computer science. These include: live events management; psychological research; sports science; marketing; public relations; video (livestream) production; and community management; in addition to coaching and communication. This working group examined the requirements for developing esports studies at universities with a focus on understanding career prospects in esports and on the challenges presented by its interdisciplinary complexity. In doing so, identifying key competencies and learning domains, whilst also assessing how they align with industry needs, paving the way for a framework to support the design of esports curricula in higher education.
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Peak cognitive performance is of paramount importance for the sports and competitive activities that depend on a high level of cognitive performance, such as eSports. The popularity of eSports has increased rapidly in recent years and will probably continue to rise in the forthcoming years. Above all, eSports practitioners require higher levels of cognitive abilities and motor skills for optimal performance and may benefit from adequate body composition and proper nutrition, as happens with more traditional athletes. However, there is a noticeable shortage of scientific knowledge in this area, including in nutritional-related aspects. Therefore, the objective of this non-systematic review is to summarize the nutritional strategies that may enhance health, cognitive performance, decrease reaction time and minimize fatigue. This information may be relevant for eSports competitors and set a base for further investigations, which could ultimately lead to the establishment of nutritional recommendations specific for this competitive population.
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The popularity of eSports has skyrocketed recently, prompting increasing academic attention. However, reflecting the male-dominated reality of the eSports industry, most research is focused on men. Decades of research on gender in the context of technology and computer gaming present a valid cause for concern regarding how women and other minority individuals in these settings have been and remain oppressed. This article presents a traditional narrative review of how the theoretical concept of hegemonic masculinity is used to understand gendered power inequalities in eSports in the research literature. The review reveals that research that focuses on gender and eSports revolves around three main themes: (1) issues of the construction of masculinity, (2) online harassment, and (3) negotiations of gendered expectations. Based on a discussion of gendered power inequalities within these themes, the review concludes that although eSports and traditional sports are clearly different, they discursively link masculinity, athleticism, and competition very similarly. This has significant implications for women and minority players, which in turn calls for more research on how masculinity is regaining dominance despite the increasing participation of girls and women within eSports. Abbreviation list: ESA - Entertainment Software Association LAN - Local Area Network
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Both esports sponsors and academia are not aware of how disreputable behavior in the esports scene can negatively affect their brands. Hence, this research aimed at identifying which types of disreputable behavior in competitive gaming present the biggest threats to esports sponsors. In this quantitative and exploratory research, a non-probability, purposive, and heterogeneous sampling method was employed to gather a sample of 1,592 esports fans who filled a closed-ended online survey. Results showed that illegal and unregulated gambling was a high-risk threat to esports sponsors; toxic behavior, match-fixing, and cheating were labeled as medium-risk threats; and sexism, cyberattacks, and doping were found to be low-risk threats. Besides being one of the first studies on esports sponsorships, which serves as a basis for future research in this market, the findings contribute to the sustainability of the esports industry and its sponsors. Managerial implications are also discussed.
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The present research aims to identify the main peculiar economics of professional team sports, reflect on whether they apply to esports, and derive some implications. To achieve this aim, two sequential snowballing literature reviews were conducted. First, the literature on the peculiar economics of professional team sports was reviewed and assessed by the authors, based on their degree of distinctiveness and how core they are for the sector. Second, based on the main peculiar economics identified, a similar process considering economic aspects in the esports literature was conducted. The first review enabled the identification of 50 peculiar economics of professional team sports, of which 12 were assessed as the most distinctive and core to the sector. These 12 main peculiar economics were then considered in relation to the esports literature. This second review enabled the identification of some economic similarities and differences between sports and esports, before deriving some implications.
Book
Esports medicine is a subspecialty in its infancy: Research, resources, and guidelines are evolving rapidly as more is understood about this burgeoning patient population. This unique handbook provides a comprehensive overview of the basics of esports, play mechanics and terminology specifically targeted towards healthcare professionals previously unfamiliar with the subject matter. It conveys the essentials of an esports history and physical exam and acts as a step-by-step guide for treating video gamers and esports athletes. Furthermore, it guides providers through each and every major diagnosis related to gaming, with the specific mechanisms of the injury, relevant physical exam maneuvers, and treatments selected specifically for gaming, covering upper and lower extremity injuries, conditions of the neck and back, gaming ergonomics, and psychological, nutritional and cultural considerations. Timely and practical, Handbook of Esports Medicine is a valuable resource for primarily sports medicine, orthopedic, physical medical and rehabilitation, and pediatric physicians, as well as therapists, psychologists and trainers involved in competitive gaming.