E-sports Research Papers - Academia.edu (original) (raw)

Esports has seen a phenomenal explosion in popularity in recent years, gaining increasing interest from the media, sports, and technology industries. The purpose of this study is to show an overview of the recent evolution of the gaming... more

Esports has seen a phenomenal explosion in popularity in recent years, gaining increasing interest from the media, sports, and technology industries. The purpose of this study is to show an overview of the recent evolution of the gaming market in representative countries in Eastern Asia, Western Europe, and North America during 2017-2019, and the corresponding growth projections for the next five years. For this purpose, descriptive, correlational, and forecasting analyses were used to assess the relationships among key variables associated with the growth of the gaming industry and to show different possibilities to address the data using data analytics. The games market revenues, total number of players, Google trends data, GDP per capita and online population were studied as possible key influencers to explain the industry's growth. Predictive analytics with MS Power BI revealed a positive correlation between GDP per capita and market revenues and players in European and North American countries, while in Asia was just the opposite. Also, a positive relationship between Google trends in esports and the games market revenues is noted. Forecasts showed significant growth for each region. Practical implications and future research directions are discussed.

The emerging activity related to e-sports notes two significant facts: first; the video game used like a professional sports competition and; secondly; the fact that electronic sports do not involve only a change in the consumption of... more

The emerging activity related to e-sports notes two significant facts: first; the video game used like a professional sports competition and; secondly; the fact that electronic sports do not involve only a change in the consumption of video games; but reinterpret their playful nature to become a true; professional sporting event. This work tries to establish a relationship between the spectacle of traditional sports and the electronic one. From that basis; the investigation sets out the similarities and differences between how traditional and electronic sports construct a mass spectacle. A state of the art to set an electronic sports ID is required. The academic corpus will help to delimit the identifying features of e-sports into four groups: formal organization; rules and playfield; capital investment and media treatment. The methodology moves between descriptive and qualitative; so that the defining characteristics of the phenomenon understood as a spectacle can be established. The results of the investigation allow affirming that the electronic sports spectacle adopts elements of traditional major sports; but also has some novel and unique elements; both of them (traditional and new features) forming the hallmarks of this new form of entertainment from the video game industry.

Esports has seen a phenomenal explosion in popularity in recent years, gaining increasing interest from the media, sports, and technology industries. The purpose of this study is to show an overview of the recent evolution of the gaming... more

Esports has seen a phenomenal explosion in popularity in recent years, gaining increasing interest from the media, sports, and technology industries. The purpose of this study is to show an overview of the recent evolution of the gaming market in representative countries in Eastern Asia, Western Europe, and North America during 2017-2019, and the corresponding growth projections for the next five years. For this purpose, descriptive, correlational, and forecasting analyses were used to assess the relationships among key variables associated with the growth of the gaming industry and to show different possibilities to address the data using data analytics. The games market revenues, total number of players, Google trends data, GDP per capita and online population were studied as possible key influencers to explain the industry's growth. Predictive analytics with MS Power BI revealed a positive correlation between GDP per capita and market revenues and players in European and North American countries, while in Asia was just the opposite. Also, a positive relationship between Google trends in esports and the games market revenues is noted. Forecasts showed significant growth for each region. Practical implications and future research directions are discussed.

Esports has seen a phenomenal explosion in popularity in recent years, gaining increasing interest from the media, sports, and technology industries. The purpose of this study is to show an overview of the recent evolution of the gaming... more

Esports has seen a phenomenal explosion in popularity in recent years, gaining increasing interest from the media, sports, and technology industries. The purpose of this study is to show an overview of the recent evolution of the gaming market in representative countries in Eastern Asia, Western Europe, and North America during 2017-2019, and the corresponding growth projections for the next five years. For this purpose, descriptive, correlational, and forecasting analyses were used to assess the relationships among key variables associated with the growth of the gaming industry and to show different possibilities to address the data using data analytics. The games market revenues, total number of players, Google trends data, GDP per capita and online population were studied as possible key influencers to explain the industry's growth. Predictive analytics with MS Power BI revealed a positive correlation between GDP per capita and market revenues and players in European and North American countries, while in Asia was just the opposite. Also, a positive relationship between Google trends in esports and the games market revenues is noted. Forecasts showed significant growth for each region. Practical implications and future research directions are discussed.

A proposta deste projeto de pesquisa é a de analisar a publicidade em seus mais variados formatos (in-game, advergame e outros) e o universo das marcas e da mídia nos campeonatos profissionais (E-Sports) do game League of Legends (LoL),... more

A proposta deste projeto de pesquisa é a de analisar a publicidade em
seus mais variados formatos (in-game, advergame e outros) e o universo das
marcas e da mídia nos campeonatos profissionais (E-Sports) do game League
of Legends (LoL), investigando a percepção sobre os hábitos de consumo da
audiência do E-Sports, inserida em um universo criativo e muito estimulante de
possibilidades para a publicidade transmidiática (JENKINS, 2009),
caracterizada pela construção de narrativas não lineares independentes e para
diversos públicos, pela construção de mundos, serialidade e produção de
conteúdo de fãs; e para a hiperpublicidade (PEREZ, 2016), com o crescimento
da publicidade imaterial e sígnica. O E-Sports tem uma expansão exponencial
em todo o mundo e um dos desafios é a inserção das marcas neste meio, em
um movimento da cultura da convergência de mídias com a transmissão de
campeonatos em canais de tv esportivos e pela internet.

E-sports events drawing attention by being demanded are recently considered as one of the travel motivations. As any sports organization’s touristic draw, in a similar way, organized e-sport events are coming into prominence as one of the... more

E-sports events drawing attention by being demanded are recently considered as one of the travel motivations. As any sports organization’s touristic draw, in a similar way, organized e-sport events are coming into prominence as one of the touristic draw factors. When growing numbers of organized international e-sports events and 380 million global e-sports viewers according to 2018 data considered, touristic potential of e-sports events could be easily understood. In line with these subjects, e-sports events are approached as one of the alternative tourism products and the importance and necessity of comprehensive researches discussing the term e-sports tourism by examining e-sports activities within the tourism paradigm is emphasized.
Keywords: Electronic game, electronic sports, e-sports tourism

Electronic sports are a type of video game competition alike athletic sporting events, are frequently played in front of live audiences and also broadcasted over the internet. E sports is getting attention all over the world from global... more

Electronic sports are a type of video game competition alike athletic sporting events, are frequently played in front of live audiences and also broadcasted over the internet. E sports is getting attention all over the world from global investors, media outlets, big brands and consumers. Around the world, e sports and gaming have evolved into a kind of entertainment specifically among youngsters. Thus it is pertinent to know the rationale of playing e sports among the students as these video games are frequently marketed at youngsters. The current study is conducted to identify the rationale behind playing e sports by the university students and also to identify the risk factors present in playing e sports according to them.

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 undergraduate courses to satisfy the... more

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 undergraduate courses 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. This working group seeks to examine the requirements for developing esports studies at universities with a focus on understanding career ...

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 undergraduate courses to satisfy the... more

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 undergraduate courses 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. This working group seeks to examine the requirements for developing esports studies at universities with a focus on understanding career ...

Command codes for DotA Allstars Series mod of Warcraft III: Frozen Throne (old school, not "Reforged"). From versions 6.01 - present. Some data might be obsolete due too recent updates. Have fun.

La scène professionnelle de League of Legends, avec son large public, est un nouveau lieu sociologique en pleine ébullition, où différents acteurs contribuent à construire une riche situation. Nouveau, mais familier, puisqu'il est... more

La scène professionnelle de League of Legends, avec son large public, est un nouveau lieu sociologique en pleine ébullition, où différents acteurs contribuent à construire une riche situation. Nouveau, mais familier, puisqu'il est similaire au monde du sport professionnel qui s'est développé au cours du XXe siècle. Se voulant rassembleuse et universelle, la scène internationale se divise malgré tout en régionalismes.

Este artigo busca entender o modo como imagens e imaginários coloniais viajam pelos jogos, a partir de ações publicitárias ao seu redor, e criam condições maduras para a proliferação do trabalho gratuito baseado em esperança. O tema é... more

Este artigo busca entender o modo como imagens e imaginários coloniais viajam pelos jogos, a partir de ações publicitárias ao seu redor, e criam condições maduras para a proliferação do trabalho gratuito baseado em esperança. O tema é enquadrado a partir de preceitos teórico-epistemológicos que problematizam a relação entre trabalho e lazer nos videogames, fenômeno que é melhor compreendido pela lente da colonialidade. O olhar se debruça sobre as estratégias publicitárias da Operação Chrono no Brasil, do jogo Free Fire, juntamente com campanhas de grandes anunciantes nos esports e no futebol. Identifica-se o reforço da ideologia neoliberal e a valorização lucrativa das formas de lazer e esperança de jogadores aspirantes, por meio da reprodução de retóricas que reiteram a matriz colonial, a precariedade, a exploração e assimetrias de poder na indústria e no ecossistema de esports.

L’identité générique du jeu de stratégie en temps réel pose problème dès lors qu’on cherche à le penser historiquement. Entre le premier jeu nommé explicitement « real-time strategy » (Computer Quarterback, Danielle Bunten Berry, 1981) et... more

L’identité générique du jeu de stratégie en temps réel pose problème dès lors qu’on cherche à le penser historiquement. Entre le premier jeu nommé explicitement « real-time strategy » (Computer Quarterback, Danielle Bunten Berry, 1981) et les classiques du genre de la fin de la décennie 1990, l’expression se fait discrète. L’objectif de cette présentation sera de démontrer que même pour un genre dont les critères semblent inscrits dans le nom lui-même — stratégie et temps réel —, le genre est un processus de dénomination qui tient lieu d’un phénomène largement culturel. On soulignera trois points essentiels pour comprendre le vaste champ de la stratégie dans la décennie 1980 et sa relation avec l’action et le multijoueur. Premièrement, plusieurs jeux sont qualifiés au début de la décennie 1980 de « real-time », « arcade » ou « action » combiné(s) avec « strategy », « wargame » ou « tactical », alors que l’utilisation de ces termes ne renvoie tout simplement pas au même sens. Deuxièmement, d’autres jeux sont qualifiés de « real-time strategy » rétrospectivement autant par des universitaires que par des historiens amateurs pour souligner leur importance pour le genre ou par définition, sans que ces jeux ne l’aient été de manière synchronique. Troisièmement, plusieurs jeux — en particulier ceux de Danielle Bunten Berry — contribuent à mettre en place une culture du multijoueur dont le jeu de stratégie en temps réel des décennies 1990 et 2000 est largement redevable.