Toward Successful Esports Team: How Does National Diversity Affect Multiplayer Online Battle Arena Video Games (original) (raw)

The influence of players’ nationality on the effectiveness of eSports teams based on the example of The International DOTA 2 tournaments

Review of Nationalities, 2019

The presented text addresses the issue of the influence of national diversity of eSports teams on their effectiveness in winning DOTA 2 games. The analyses were based on data concerning the entire population of teams participating in The International series tournaments. The results of the analyses confirm the hypothesis that teams with a strong national diversity, more often than teams with a high national homogeneity, achieve a high effectiveness coefficient and occupy a high place in the final classification of the analyzed tournaments.

Is diversity good or bad? Evidence from eSports teams analysis

Applied Economics, 2018

We use eSports data to construct an empirical model to measure the effect of diversity on team performance. Different kinds of diversities are considered, diversity of culture, diversity of language and diversity of skill. Our main results are that cultural diversity is beneficial for team performance: the absence of diversity reduces performance by 30%. However, language and experience diversity negatively affect results. Taking the difference in the results into account, we conclude that firms should not thoughtlessly maximize team diversity: different kinds of diversity have different integration and communication costs.

National Diversity and Team Performance

2019

Globalisation has led to a general increase in national diversity within work teams. This is true within many industries, and especially within sports. With the public nature of production, a limited number of top-level performers and the possibility of large rewards for relatively small comparative improvements in production, it is of little surprise that sports teams look to identify talent from around the globe. The substantial wages on oer and the prestige attached to certain leagues around the world are often enough to tempt workers to relocate to a new country. But this raises the question of whether this national diversity in itself has an eect on team performance. As teams look to benet from a wider talent pool by recruiting players from a variety of countries, the eects of national diversity on cooperation, and potentially on conict, within the team should be considered. Using data from the National Basketball Association (NBA), we utilise panel data techniques to estimate team performance as function of national diversity, while including several relevant control variables which are found to be important in isolating these eects. Measures of fractionalisation and polarisation are used to capture the structure of national diversity within teams and are found to be simultaneously important. These measures have previously been used to analyse economic outcomes at the country-level, but this study is one of the rst to apply them to the context of national diversity within work teams. We also experiment with measures of linguistic distance to proxy cultural distance between nations. These are included separately, simultaneously and incorporated into the fractionalisation and polarisation measures.

Introduction to Global Esports Cultures (Chapter 8.1, Routledge Handbook of Esports)

Routledge Handbook of Esports, 2024

This chapter offers a brief introduction to the “Global Esports Cultures” section of the Routledge Handbook of Esports, which includes chapters on esports cultures in the Middle East and Africa (8.2), Asia (8.3), Europe (8.4), Oceania (8.5), North America (8.6) and South America (8.7). Keywords: esports, culture, ecosystems, North America, Asia, Europe, MENA, Oceania, South America

Group Dynamics in Esports: Delving into the (Semi) Professional League of Legends Amazonian Scenario [Book of Abstracts, Videojogos 2019]

Videojogos 2019: 11th International Conference on Videogames Sciences and Arts: Book of Abstracts, 2019

Chapter do Book of Abstracts "Videojogos 2019: 11th International Conference on Videogames Sciences and Arts: book of abstracts" (2019), organizado porTânia Ribeiro, Silvino Martins e José Nunes e publicado pela Universidade de Aveiro Editora. Abstract: This article discusses the processes of construction of cohesion and group membership in a semiprofessional team of esports in the city of Belém, capital of the state of Pará, in the Brazilian Amazonian territory. This effort discusses what characterizes the progression and union of a particular team in a local competitive scenario in which ephemeral teams predominate. Based on an elevenmonth ethnography with a set of players engaged in professional competitive practice, and through observations from field research, we compiled a set of 12 essential characteristics displayed by the team. Also, this study points to the development of an ethos of professionalism in a peripheral context, indicating the existence of an Amazonian esports scenario – in the northern region of Brazil, with emphasis in Belém, Pará. The results indicate the maintenance of a social fabric composed of a variety of other elements that constitute an ethos of group camaraderie that plays a central role in the competitive dynamics that underlie the team as a group.

Esports and Domain General Research for High Performance Teams

2021

Through our work studying team communication and awareness under stress in elite and developing esports teams, we are building a foundation for testing the generalizability of findings between similar teams in disparate domains. Team taxonomy literature implies that findings from one domain might have implications for a team with similar characteristics in another domain. Researchers have even demonstrated that communication strategies and leadership structures can successfully transfer across fields, yet it is rare for studies that attempt to apply findings across seemingly disparate teams to discuss their results in terms of existing taxonomies. That disconnect between theoretical taxonomies and practical interventions means that even studies that successfully transfer team practices across domains are framed as case studies without generalizable implications. Here we argue for the study of esports teams to work toward generalizability with high performance teams more broadly, and we describe current work with that goal. CCS CONCEPTS • Human-centered computing → Computer supported cooperative work.

The structure of performance and training in esports

2020

Esports as the competitive play of digital games has gained considerable popularity. However , a comprehensive framework for esport training is still missing. In this paper, a performance model integrating insights from game research and sport science is developed. Based on this model, an online questionnaire was designed and applied to investigate training in different esports regarding relevant competencies and training areas. Overall, 1,835 esports players voluntarily participated in the study. Age ranged from 13 to 47 years (M = 20,9; SD = 4,5), and males clearly dominated (95%). Furthermore, the mean weakly playing time was 20.03 hours (SD = 15.8). Training occupied 38.85% (7.75 h) of the playing time on average. On the one hand, the results reveal game-specific competence and training structures in the five esports selected for the study (Starcraft II, League of Legends, Rocket League , FIFA, and Counter Strike). On the other hand, the factor structure of competencies closely resembles the esports performance model. As a conclusion, esports training methods should always consider the specific competence profile of the respective esports game.

Game changer - A systematization of sport teams participating in esports

2021

Esports has gained much attention in recent years, especially traditional sports clubs see esports as a way to diversify their product or brand. This is since many traditional sports are going gray, and they are often failing to attract a young audience. Furthermore, they need to catch-up concerning digitization and internationalization. These aspects are ingrained in the DNA of esports. Therefore, until the end of 2019, over 400 professional sports clubs entered esports. Though, there is no single strategy to enter the eSports ecosystem observable. Consequently, the goal of this paper is to systemize the way sports teams are acting in esports. Based on that analysis, three cases will be presented to show the potential struggle in joining esports and why sports need to establish a strategy for entering esports. Finally, several implications for sports teams will be presented to minimize the risk of entering the esports ecosystem.

Performance, Diversity and National Identity Evidence from Association Football

SSRN Electronic Journal

The increasing national diversity of co-workers has no consensus on its impact on performance. Using a team's predominant nationality as proxy for national diversity and national identity, there is robust evidence that it affects performance. Detailed workerlevel data from a highly globalized industry, association football, shows a non-linear relationship between performance and the predominant nationality of a team's roster. As the number of members from the predominant nationality increase, performance declines. However, beyond a threshold level, performance rises. It implies that performance benefits from national diversity when the predominant nationality is small and from national identity when it is large.