Esports, video gaming and their fuzziness: a conceptualization and categorization

IF 1.9 Q3 HOSPITALITY, LEISURE, SPORT & TOURISM Sport Business and Management-An International Journal Pub Date : 2023-10-23 DOI:10.1108/sbm-10-2022-0097
Max de Zoeten, Thomas Könecke
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Abstract

Purpose The social and economic importance esports has gained over the past decades has led to a quickly evolving academic interest in the topic. Yet, current perspectives on esports frequently are not precise enough, too context-specific and/or focus on the question whether esports is sports or not. This means that no precise structural concept has been provided thus far. Such a conceptualization as well as a categorization of esports and related types of video gaming are provided in this paper. Design/methodology/approach This paper is based on a narrative review considering academic literature from 2000 to 2021 and publications of relevant esports organizations. The review is conceptually extended by structural parallels to traditional sports. Findings The central outcome of this research is conceptualizing esports as a victory-driven, organized performance comparison of exclusively human players playing video games in a competitive setting. This comparison is based solely on the performance achieved during a defined time frame according to fixed rules with comparably equal team (starting) conditions. This conceptualization is embedded in a general categorization of video gaming based on structural similarities with and differences to esports. Moreover, characteristics that were rejected in regards to the conceptualization and the categorization are discussed. Originality/value This paper provides a comprehensive categorization of esports and other types of video gaming based on structural similarities and differences. It is thus of high relevance for academia and sport management practice alike and can further the development in both fields.
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电子竞技、电子游戏及其模糊性:概念化和分类
在过去的几十年里,电子竞技在社会和经济上的重要性导致了对该主题的学术兴趣的迅速发展。然而,目前关于电子竞技的观点往往不够精确,过于具体,或者专注于电子竞技是否是体育运动的问题。这意味着到目前为止还没有提供精确的结构概念。本文提供了这种概念以及电子竞技和相关电子游戏类型的分类。本文基于对2000年至2021年的学术文献和相关电子竞技组织出版物的叙述性回顾。该审查在概念上扩展了与传统体育的结构相似之处。这项研究的核心成果是将电子竞技概念化为在竞争环境中玩电子游戏的纯人类玩家的胜利驱动、有组织的表现比较。这种比较完全基于在规定的时间框架内根据固定的规则取得的成绩,并具有相当平等的团队(开始)条件。基于电子竞技的结构相似性和差异性,这一概念被嵌入到电子游戏的一般分类中。此外,还讨论了在概念化和分类方面被拒绝的特征。本文基于结构的相似性和差异性对电子竞技和其他类型的电子游戏进行了全面的分类。因此,它对学术界和体育管理实践都具有很高的相关性,并可以促进这两个领域的发展。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Sport Business and Management-An International Journal
Sport Business and Management-An International Journal HOSPITALITY, LEISURE, SPORT & TOURISM-
CiteScore
4.10
自引率
15.40%
发文量
25
期刊最新文献
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