The impact of climate change will require a closer examination of esports’ environmental impact and how the environment will impact esports. This paper presents a conceptual examination of this bidirectional relationship between esports and the environment by utilizing the framework of sport ecology. Aspects of the Sport Event Environmental Performance Measurement tool and the Climate Vulnerability of Sport Organizations framework may be applicable to esports in future research to better understand this environmental relationship. There are similarities in how live esports events are hosted when compared to traditional sports, but the potential for remote competition does change the dynamic of this environmental relationship. While remote competition can limit environmental exposure and impact, it does potentially create two environmental points of exposure and impact compared with one at an in-person event. More development is required in this space to better understand the role of esports organizations and the nature of esports itself.
{"title":"Do We Need Esports Ecology? Comparisons of Environmental Impacts Between Traditional Sport and Esports","authors":"Walker J. Ross, William A. Fisackerly","doi":"10.1123/jege.2022-0030","DOIUrl":"https://doi.org/10.1123/jege.2022-0030","url":null,"abstract":"The impact of climate change will require a closer examination of esports’ environmental impact and how the environment will impact esports. This paper presents a conceptual examination of this bidirectional relationship between esports and the environment by utilizing the framework of sport ecology. Aspects of the Sport Event Environmental Performance Measurement tool and the Climate Vulnerability of Sport Organizations framework may be applicable to esports in future research to better understand this environmental relationship. There are similarities in how live esports events are hosted when compared to traditional sports, but the potential for remote competition does change the dynamic of this environmental relationship. While remote competition can limit environmental exposure and impact, it does potentially create two environmental points of exposure and impact compared with one at an in-person event. More development is required in this space to better understand the role of esports organizations and the nature of esports itself.","PeriodicalId":266441,"journal":{"name":"Journal of Electronic Gaming and Esports","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124810931","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Marion E. Hambrick, Anthony E. Montanaro, E. Frederick, A. Cocco
Exergames require users to actively participate in sports in real time. Individuals taking part in exergames can use the livestreaming platform Twitch to create and view related content. This study employed uses and gratifications theory to examine Twitch usage and the motives of viewers and content creators of Zwift, a bicycling exergame. Thematic analysis of semistructured interviews with 10 Twitch users revealed viewers and content creators shared the motives of interaction and knowledge. Viewers also identified the motives of community, fandom, and competition as important, while content creators were additionally motivated by accomplishments, brand, and broadcasting. These findings align with previous research of Twitch usage and offer advice for practitioners. The study also highlighted the importance of studying the underinvestigated exergames, providing an opportunity to grow this participation.
{"title":"Exploring Motives for Twitch Viewership and Content Creation With the Exergame Zwift","authors":"Marion E. Hambrick, Anthony E. Montanaro, E. Frederick, A. Cocco","doi":"10.1123/jege.2022-0019","DOIUrl":"https://doi.org/10.1123/jege.2022-0019","url":null,"abstract":"Exergames require users to actively participate in sports in real time. Individuals taking part in exergames can use the livestreaming platform Twitch to create and view related content. This study employed uses and gratifications theory to examine Twitch usage and the motives of viewers and content creators of Zwift, a bicycling exergame. Thematic analysis of semistructured interviews with 10 Twitch users revealed viewers and content creators shared the motives of interaction and knowledge. Viewers also identified the motives of community, fandom, and competition as important, while content creators were additionally motivated by accomplishments, brand, and broadcasting. These findings align with previous research of Twitch usage and offer advice for practitioners. The study also highlighted the importance of studying the underinvestigated exergames, providing an opportunity to grow this participation.","PeriodicalId":266441,"journal":{"name":"Journal of Electronic Gaming and Esports","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116946896","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Personality traits can provide insightful predictions relating to thoughts, feelings, and behavior. The aim of the present study was to examine differences in personality traits across in-game rank in Counter-Strike: Global Offensive (CS:GO). A total of 95 CS:GO players from the United Kingdom and North America were classified using CS:GO in-game rank and grouped into high, moderate, and low in-game rank. The NEO-Five-Factor Inventory questionnaire was utilized to measure the Big Five Personality traits. Using one-way multivariate analysis of variance with follow-up tests of discriminant analysis, our main finding was that high in-game rank players reported significantly lower levels of neuroticism and significantly higher levels of conscientiousness than both moderate and low in-game rank players. The present study offers preliminary evidence elucidating personality differences across in-game rank in CS:GO players.
{"title":"An Exploratory Investigation of Personality in Counter-Strike: Global Offensive","authors":"P. Birch, Lottie Greenlees, Benjamin T. Sharpe","doi":"10.1123/jege.2022-0027","DOIUrl":"https://doi.org/10.1123/jege.2022-0027","url":null,"abstract":"Personality traits can provide insightful predictions relating to thoughts, feelings, and behavior. The aim of the present study was to examine differences in personality traits across in-game rank in Counter-Strike: Global Offensive (CS:GO). A total of 95 CS:GO players from the United Kingdom and North America were classified using CS:GO in-game rank and grouped into high, moderate, and low in-game rank. The NEO-Five-Factor Inventory questionnaire was utilized to measure the Big Five Personality traits. Using one-way multivariate analysis of variance with follow-up tests of discriminant analysis, our main finding was that high in-game rank players reported significantly lower levels of neuroticism and significantly higher levels of conscientiousness than both moderate and low in-game rank players. The present study offers preliminary evidence elucidating personality differences across in-game rank in CS:GO players.","PeriodicalId":266441,"journal":{"name":"Journal of Electronic Gaming and Esports","volume":"70 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132046632","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
In this study, we explore how Finnish esports organizations are communicating and aiming to increase diversity, equity, and inclusion in their activities. The study is based on a qualitative analysis on two sets of research material: public websites of 53 esports organizations and interviews with representatives of five esports organizations. We have analyzed the textual and visual contents on these websites to see how Finnish esports organizations communicate diversity, equity, and inclusion—or exclusion—to their audiences. Analyzing the interview material, we have examined how Finnish esports organizations understand equity, what kind of diversity, equity, and inclusion practices they have applied in their operations, and what kind of challenges they have experienced in this area. Overall, this study describes how Finnish esports organizations do and do not present and experience themselves as diverse, equal, and inclusive environments, and what measures could be taken to increase these aspects in the Finnish esports scene in the future. The results of the study can be applied to various gaming and esports organizations and cultural contexts globally.
{"title":"Communicating and Practicing Diversity, Equity, and Inclusion in Finnish Esports Organizations: Challenges and Opportunities","authors":"Usva Friman, Maria Ruotsalainen, Matilda Ståhl","doi":"10.1123/jege.2022-0040","DOIUrl":"https://doi.org/10.1123/jege.2022-0040","url":null,"abstract":"In this study, we explore how Finnish esports organizations are communicating and aiming to increase diversity, equity, and inclusion in their activities. The study is based on a qualitative analysis on two sets of research material: public websites of 53 esports organizations and interviews with representatives of five esports organizations. We have analyzed the textual and visual contents on these websites to see how Finnish esports organizations communicate diversity, equity, and inclusion—or exclusion—to their audiences. Analyzing the interview material, we have examined how Finnish esports organizations understand equity, what kind of diversity, equity, and inclusion practices they have applied in their operations, and what kind of challenges they have experienced in this area. Overall, this study describes how Finnish esports organizations do and do not present and experience themselves as diverse, equal, and inclusive environments, and what measures could be taken to increase these aspects in the Finnish esports scene in the future. The results of the study can be applied to various gaming and esports organizations and cultural contexts globally.","PeriodicalId":266441,"journal":{"name":"Journal of Electronic Gaming and Esports","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123890944","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Within gamers, disabled people remain an understudied minority. While research indicates that they actively play single-player games, we lack an understanding of their experience with multiplayer games. This study aims to answer the following research questions: (a) What kind of games do disabled people play? and (b) Why do disabled people not play multiplayer games? The questions are answered using survey data focusing on playing digital games as a person with disabilities. In total, 92 answers were analyzed. The findings suggest that disabled people play both single-player and multiplayer games and they play games for the same commonly reported reasons as players without disabilities do, although demographics seem to be a key differentiating factor among them in their playing habits, rather than disability differences. However, disabled people reported that they play single-player games more often. We identified four themes from our data that explain why multiplayer games are played less, which are: playing company and insecurity about one’s own skills, lack of relaxation while playing, lack of game accessibility, and lack of interest. Our results indicate that much more work is needed to ensure, especially the social, as well as the technical accessibility of multiplayer games.
{"title":"“It’s Easier to Play Alone”: A Survey Study of Gaming With Disabilities","authors":"Pauliina Baltzar, Lobna Hassan, M. Turunen","doi":"10.1123/jege.2022-0029","DOIUrl":"https://doi.org/10.1123/jege.2022-0029","url":null,"abstract":"Within gamers, disabled people remain an understudied minority. While research indicates that they actively play single-player games, we lack an understanding of their experience with multiplayer games. This study aims to answer the following research questions: (a) What kind of games do disabled people play? and (b) Why do disabled people not play multiplayer games? The questions are answered using survey data focusing on playing digital games as a person with disabilities. In total, 92 answers were analyzed. The findings suggest that disabled people play both single-player and multiplayer games and they play games for the same commonly reported reasons as players without disabilities do, although demographics seem to be a key differentiating factor among them in their playing habits, rather than disability differences. However, disabled people reported that they play single-player games more often. We identified four themes from our data that explain why multiplayer games are played less, which are: playing company and insecurity about one’s own skills, lack of relaxation while playing, lack of game accessibility, and lack of interest. Our results indicate that much more work is needed to ensure, especially the social, as well as the technical accessibility of multiplayer games.","PeriodicalId":266441,"journal":{"name":"Journal of Electronic Gaming and Esports","volume":"48 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125116613","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Brianna Dym, Ellen Simpson, Olivia Fong, libi striegl
Video games are an increasingly significant cultural touchstone in people’s everyday lives. However, preserving and archiving video games faces unique challenges, including intellectual property law, technology degradation, and the broader question of what it means to preserve a video game. In an exploratory study investigating sustainable game preservation practices, we spoke to 15 amateur game preservationists and hobbyists about their informal work with code, gaming consoles, and servers for online play. We found a lack of access to particular games during childhood or young adulthood led participants to seek out these games in other formats—such as emulated games they could play on other mediums (e.g., playing Nintendo games on your personal computer). Their nostalgia and the communities they found searching for these experiences inspired them to undertake archival work. Participants leveraged distributed knowledge across their communities to keep video games accessible for anyone interested in playing them. Considering these findings in the context of modern archival practices, we discuss what it means to archive a game, especially when that game is dependent on interactive, communal experiences, and what is potentially lost in current archival practices in contrast to informal, accidental archival work.
{"title":"The Internet Is Not Forever: Challenges and Sustainability in Video Game Archiving and Preservation","authors":"Brianna Dym, Ellen Simpson, Olivia Fong, libi striegl","doi":"10.1123/jege.2022-0041","DOIUrl":"https://doi.org/10.1123/jege.2022-0041","url":null,"abstract":"Video games are an increasingly significant cultural touchstone in people’s everyday lives. However, preserving and archiving video games faces unique challenges, including intellectual property law, technology degradation, and the broader question of what it means to preserve a video game. In an exploratory study investigating sustainable game preservation practices, we spoke to 15 amateur game preservationists and hobbyists about their informal work with code, gaming consoles, and servers for online play. We found a lack of access to particular games during childhood or young adulthood led participants to seek out these games in other formats—such as emulated games they could play on other mediums (e.g., playing Nintendo games on your personal computer). Their nostalgia and the communities they found searching for these experiences inspired them to undertake archival work. Participants leveraged distributed knowledge across their communities to keep video games accessible for anyone interested in playing them. Considering these findings in the context of modern archival practices, we discuss what it means to archive a game, especially when that game is dependent on interactive, communal experiences, and what is potentially lost in current archival practices in contrast to informal, accidental archival work.","PeriodicalId":266441,"journal":{"name":"Journal of Electronic Gaming and Esports","volume":"52 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128002128","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Is esports a sport? That question has been answered by one court in the negative. However, is that court decision correct? What specific arguments can be raised in the future to deal with the argument that at the collegiate-level esports is not considered a real sport?
{"title":"Esports Minus Sport?","authors":"Gil Fried","doi":"10.1123/jege.2023-0018","DOIUrl":"https://doi.org/10.1123/jege.2023-0018","url":null,"abstract":"Is esports a sport? That question has been answered by one court in the negative. However, is that court decision correct? What specific arguments can be raised in the future to deal with the argument that at the collegiate-level esports is not considered a real sport?","PeriodicalId":266441,"journal":{"name":"Journal of Electronic Gaming and Esports","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115307484","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Benjamin T. Sharpe, Nicolas Besombes, Matthew Welsh, P. Birch
The assessment of an athlete’s performance can play a key role in determining their current state, their readiness to compete, the impact of an experimental manipulation, and/or the influence of an intervention. At present, there is limited empirical evidence stating the indicators that encapsulate individual performance within any esport. To identify the variables that are historically associated with indicating Counter-Strike: Global Offensive performance, a literature review was conducted. Identified variables were accumulated and presented to three technical expert panels composed of world-class esport athletes, researchers, and practitioners. We utilized a modified Delphi method to provide direction concerning the examination of performance in esports. The expert panelists presented numerous opinions on what encapsulates performance, considerations for best practices, and concerns associated with the semantics of performance. This study presents the opinions of various domain-specific experts and encourages the use of more explicit terminology when discussing performance measurement. It was the intention of the project to generate an open discussion rather than draw a unified conclusion on best practices.
{"title":"Indexing Esport Performance","authors":"Benjamin T. Sharpe, Nicolas Besombes, Matthew Welsh, P. Birch","doi":"10.1123/jege.2022-0017","DOIUrl":"https://doi.org/10.1123/jege.2022-0017","url":null,"abstract":"The assessment of an athlete’s performance can play a key role in determining their current state, their readiness to compete, the impact of an experimental manipulation, and/or the influence of an intervention. At present, there is limited empirical evidence stating the indicators that encapsulate individual performance within any esport. To identify the variables that are historically associated with indicating Counter-Strike: Global Offensive performance, a literature review was conducted. Identified variables were accumulated and presented to three technical expert panels composed of world-class esport athletes, researchers, and practitioners. We utilized a modified Delphi method to provide direction concerning the examination of performance in esports. The expert panelists presented numerous opinions on what encapsulates performance, considerations for best practices, and concerns associated with the semantics of performance. This study presents the opinions of various domain-specific experts and encourages the use of more explicit terminology when discussing performance measurement. It was the intention of the project to generate an open discussion rather than draw a unified conclusion on best practices.","PeriodicalId":266441,"journal":{"name":"Journal of Electronic Gaming and Esports","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-10-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124436125","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
While scientific interest in electronic sports (esports) is steadily growing, there remains an absence of research evidence concerning training practices in specific esports such as League of Legends. Anecdotal evidence suggests that current approaches to training may be suboptimal in terms of performance and, concerningly, linked to negative consequences for player health and well-being. In order to address the lack of literature and aid understanding of the (in)effectiveness of current training practices in esports, our study sought to qualitatively examine the experiences and perceptions of training in a sample of professional and semiprofessional League of Legends players. Through interviews with 10 players who ranked in the top 0.24% of the playing population, three core themes were identified: (a) the state of training, (b) training experiences, and (c) motivational change. This study provides important insights into current training practices in esports and players’ perceptions of the (in)effectiveness of these practices. The paper concludes with practical recommendations for coaches and support staff working in esports.
{"title":"Perceptions of Effective Training Practices in League of Legends: A Qualitative Exploration","authors":"Callum Abbott, Matthew Watson, P. Birch","doi":"10.1123/jege.2022-0011","DOIUrl":"https://doi.org/10.1123/jege.2022-0011","url":null,"abstract":"While scientific interest in electronic sports (esports) is steadily growing, there remains an absence of research evidence concerning training practices in specific esports such as League of Legends. Anecdotal evidence suggests that current approaches to training may be suboptimal in terms of performance and, concerningly, linked to negative consequences for player health and well-being. In order to address the lack of literature and aid understanding of the (in)effectiveness of current training practices in esports, our study sought to qualitatively examine the experiences and perceptions of training in a sample of professional and semiprofessional League of Legends players. Through interviews with 10 players who ranked in the top 0.24% of the playing population, three core themes were identified: (a) the state of training, (b) training experiences, and (c) motivational change. This study provides important insights into current training practices in esports and players’ perceptions of the (in)effectiveness of these practices. The paper concludes with practical recommendations for coaches and support staff working in esports.","PeriodicalId":266441,"journal":{"name":"Journal of Electronic Gaming and Esports","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129500638","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Competitive racing through virtual cycling has established itself as an entirely new discipline within cycling. This study explores what equipment racers use and examines important power metrics for racing. Data were collected from three different races from the current ranking of the most highly regulated and professionally organized race series on the virtual cycling platform Zwift. Power output data from 116 race participants, over five power durations (5 s–20 min), and two separate power measuring sources were collected and analyzed using the Bland–Altman method. The findings indicate that the physiological efforts of these races are comparable to those found in traditional competitive cycling. Furthermore, findings also support that the equipment typically used produces similar power outputs with good agreement between different power meters for most measurement points. Finally, the implications of these results for the status of virtual racing are discussed.
{"title":"Competitive Racing in Virtual Cycling—Is It Possible, Realistic, and Fair?","authors":"Jonas Bjärehed, Marlene Bjärehed","doi":"10.1123/jege.2022-0006","DOIUrl":"https://doi.org/10.1123/jege.2022-0006","url":null,"abstract":"Competitive racing through virtual cycling has established itself as an entirely new discipline within cycling. This study explores what equipment racers use and examines important power metrics for racing. Data were collected from three different races from the current ranking of the most highly regulated and professionally organized race series on the virtual cycling platform Zwift. Power output data from 116 race participants, over five power durations (5 s–20 min), and two separate power measuring sources were collected and analyzed using the Bland–Altman method. The findings indicate that the physiological efforts of these races are comparable to those found in traditional competitive cycling. Furthermore, findings also support that the equipment typically used produces similar power outputs with good agreement between different power meters for most measurement points. Finally, the implications of these results for the status of virtual racing are discussed.","PeriodicalId":266441,"journal":{"name":"Journal of Electronic Gaming and Esports","volume":"32 2","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121014097","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}