eSport management: Embracing eSport education and research opportunities

Abstract Consumer demand for eSport and the growth of organized video game competitions has generated considerable attention from the sport, event, and entertainment industries. eSport therefore represents a novel and popular area for sport management academics to conduct research, educate students, and service industry. However, despite growth and acceptance by consumers and practitioners, academics debate eSport’s position within the domain of sport management, their debates largely concentrated around the question of whether eSport can be classified as sport. In this article, the authors argue for the inclusion of organized eSport events and competitions within sport management vis-a-vis eSport’s meeting certain defining criteria of sport in general. eSport’s connection to traditional sport and defining characteristics are addressed to support eSport’s role as a sport entertainment product recognized by industry as representing a substantial growth opportunity for sport and related organizations. As eSport continues to evolve, practitioners face managerial challenges that are similar to those in traditional sport, particularly in areas of governance and diversity. Sport management academics should embrace the potential of eSport in order to examine this evolution and provide guidance to industry through education and research.

[1]  S. Shapiro,et al.  Examining the impact of league entry fees on online fantasy sport participation and league consumption , 2013 .

[2]  Mia Consalvo,et al.  Confronting Toxic Gamer Culture: A Challenge for Feminist Game Studies Scholars , 2012 .

[3]  Daniel C. Funk,et al.  Introducing a Sport Experience Design (SX) framework for sport consumer behaviour research , 2017 .

[4]  M. Consalvo,et al.  Toxic Gamer Culture, Corporate Regulation, and Standards of Behavior among Players of Online Games , 2015 .

[5]  Juho Hamari,et al.  What is eSports and why do people watch it? , 2017, Internet Res..

[6]  Janet S. Fink,et al.  Female athletes, women's sport, and the sport media commercial complex: Have we really “come a long way, baby”? , 2015 .

[7]  Juho Hamari,et al.  Why do people watch others play video games? An empirical study on the motivations of Twitch users , 2017, Comput. Hum. Behav..

[8]  Karen Dillon,et al.  Know your customers' "jobs to be done" , 2016 .

[9]  David Kirsh,et al.  A Corpus Analysis of Strategy Video Game Play in Starcraft: Brood War , 2011, CogSci.

[10]  M. Morgan Optimizing the structure of elite competitions in professional sport - lessons from Rugby Union , 2002 .

[11]  John W. Loy,et al.  The Nature of Sport: A Definitional Effort , 1968 .

[12]  Seth E. Jenny,et al.  Virtual(ly) Athletes: Where eSports Fit Within the Definition of “Sport” , 2017 .

[13]  Yuri Seo,et al.  Electronic sports: A new marketing landscape of the experience economy , 2013 .

[14]  Enrico Giorgis,et al.  From Ritual to Record, the Nature of Modern Sport , 2006 .

[15]  Henk Roose,et al.  Exploring the adequacy and validity of ‘sport’: Reflections on a contested and open concept , 2016 .

[16]  George B. Cunningham,et al.  Diversity Issues in Sport and Leisure , 2006 .

[17]  Kalle Jonasson,et al.  Electronic sport and its impact on future sport , 2010 .

[18]  K. Jonasson Broadband and circuits: the place of public gaming in the history of sport , 2016 .

[19]  Ryan M. Rodenberg,et al.  The Future is Now: Esports Policy Considerations and Potential Litigation , 2017 .

[20]  Michael G. Wagner,et al.  On the Scientific Relevance of eSports , 2006, International Conference on Internet Computing.

[21]  Bob Stewart,et al.  The special features of sport: a critical revisit , 2010 .

[22]  Bernard Suits,et al.  The elements of sport. , 2018 .