Fortnite: The Viral Success of Socially Competitive Online Multiplayer Games and their Communities

Abstract

This paper aims to investigate the power social capital holds in cross-platform online gaming communities, and argues that socially completive multiplayer games are more popular because of their development of social capital. Fortnite: Battle Royale, although a relatively new game, is a prime example of how the cross-platform communities have resulted in the viral success of a game. This paper explores the theory of communities, both online and offline, and their relationship to socially competitive multiplayer gaming.  It will discuss the different types of gaming communities and how they span across numerous different platforms. It will also discuss the social capital that is held by members of the Fortnite: Battle Royale (Fortnite) community and how the community has grown since the game’s first release.

Fortnite: The Viral Success of Socially Competitive Online Multiplayer Games and their Communities

The transition from Web 1.0 to Web 2.0 has led to the creation of a more collaborative and interactive Internet. Web 2.0 is about the development of communication and content that was not possible in Web 1.0 (Davis, 2009). Online multiplayer games are a development of Web 2.0 that have been able to combine console gaming systems (such as the PlayStation 4) with the Internet to create a unique online experience. This paper aims to discuss how the popularity of socially competitive online multiplayer games have impacted on the cross-platform communities surrounding the games and the social capital these communities hold. We will be examining online multiplayer games that are considered to be competitive but are also used for social interaction between players. These online multiplayer games have resulted in the formation of communities that exist outside the gaming consoles and games itself, and can be found across multiple different platforms online. These communities that are formed around a game create social capital that both individuals and the community hold. Katz defines social capital as a set of shared values and expectations that a community holds. It is about the power people hold through their social networks and the value that is placed on that power (Katz 2004). Social capital is especially important in gaming communities as it revolves around trust and cooperation. This paper will discuss how the popularity of an online socially competitive multiplayer game can result in social capital that spreads across communities that are established in different platforms across the Internet. Using the free-to-play online game ‘Fortnite: Battel Royale’ (Fortnite) as an example of a socially competitive online multiplayer game that players have formed communities in, not only, the game platform itself (PlayStation 4) but across multiple other platforms as well (Twitter, YouTube, Instagram etc.). Fortnite: Battle Royale is a third-person shooter, survival game. It involves up to 100 players (who can play solo or in squads of two or four) that compete to be the last man standing (“Epic Games’ Fortnite”, n.d.).   The game involves a vast selection of weapons that are scattered across the map and a constantly shrinking safe zone that executes lethal damage to player’s health when caught outside it. Building aspects incorporated into the gameplay elevates this game above similar games within the genre. Players can destroy objects in the environment to collect materials that allow them to build defenses to protect themselves or to help them travel (“Epic Games’ Fortnite”, n.d.).

Community Theory and Practice

Community is a social system. It relies on the social interaction, common ties and psycho-cultural bonds that link people together (Katz, 2004). A community is a network of people whose social interactions have formed a group of likeminded people who support one another. Communities can exist in both the physical and virtual environments, sometimes switching between the two. Online communities can break through barriers that physical communities may have, like geographical location, gender, race, ethnicity and age (Katz & Rice, 2002). The absence of these barriers allows for the online space to create communities that thrive on the diversity of common interests and goals that create a sense of belonging for an individual. Katz discusses four types of communities: traditional communities, imaginary communities, pseudo communities and social networks (Katz, 2004).  Traditional communities are closely linked with the design of physical communities. They promote the ideas of co-dependency and commonness, achieving a collective purpose. Social networks are about the communities formed online, they are about individuals and their personal networks; what communities they choose to be a part of. This type of community provides a sense of belong for the individual who has now become the center of their own community (Katz, 2004). Imagined communities are formed online but are still linked to the physical world (Katz, 2004). These communities encompass the ideas of social networks while creating an imagined form of sentiment in the physical world (Katz, 2004). And lastly, pseudo communities have very similar characteristics to that of a traditional community but, are formed virtually rather than in a physical geo-graphical location (Katz, 2004). Fortnite: Battle Royale can be considered a social network, because the majority of the communities surrounding the game are only present online, and focuses on the individual experience within that community. However, smaller Fortnite communities could also be considered imagined communities. These imagined communities can be seen where smaller communities are formed in the physical world to play together, and discuss the game.

Virtual communities are often seen to produce what are known as ‘weak ties’. Weak ties describe distant or casual relationships (Porter, 2015). Typically formed online, weak ties link individuals to a plethora of information across social networks and communities. This information exchange within communities can be important in online gaming communities as it can help players to advance in the games and facilitates player-to-player interaction. Communication is a key part of communities and often results in weak ties converting into stronger, more personal ties. The compelling nature of online gaming communities is that a community focused around one specific game does not have to live within the confides of that gaming platform. The social aspect of gaming has allowed for communities to form outside of the parameters of an online multiplayer game. For example, the communities centered around Fortnite are not only distributed between the platforms of the gaming console such as forums and chats but appear on other online platforms. These platforms range from streaming and video content on Twitch (a live video streaming platform) and YouTube, to microblogging sites like Twitter and discussion websites like Reddit. Each of these platforms contribute to a much larger overarching community solely dedicated and invested in Fortnite. These communities allow players to form social connections and Koivisto argues that it is the reason why players continue to play a game (Koivisto, 2003). Communities allow players to express themselves, and create discussions and their own content surrounding a game. This is also closely linked with the social capital surrounding online gaming communities and the power it can hold.

Social Capital and Online Multiplayer Gaming

The popularity of online multiplayer games is based on its social aspects.  Games, such as Fortnite, can become very competitive but still facilitate sociality through head-set conversations and online multiplayer team battles. Social capital has become an import concept in the formation of social interactions and relationships online (Trepte et al., 2012). It has many effects on communities and the individual members in that community. Social capital builds support, trust, and cooperation (Trepte et al., 2012). It helps participants to solve collective problems, widens the awareness of interconnectivity between people, increases trust and aids the process of communication (Putnam, 2000). Examples of the significance of social capital is demonstrated in cross-platform communities around Fortnite, and the value the communities place in members of that community. Twitter, YouTube, Instagram, Reddit, Facebook, Twitch and numerous other platforms have facilitated the creation of these communities. To show the scale of these communities you can look at the follower size of Fortnite on Twitter and Twitch. The official Twitter account of the game has over 2.2 million followers and connects with players by providing them with updates, news and replying to the community’s queries and questions (“Fortnite (@FortniteGame)”, n.d.). On Twitch, there are over 10.4 million followers of Fortnite streams and videos.  On platforms such as Twitch, and YouTube, a video sharing platform, have created Fortnite communities around popular content creators. The number one Twitch streamer, ‘ninja’, has been claimed as a “god” in the Fortnite community (Nattrass, 2018). With an unprecedented 108 million channel views and over 4.4 million subscribers, ninja has established himself as an esteemed member of the Fortnite community. YouTubers such as ‘Ali-A’, ‘elrubiousOMG’, ‘Willyrex’ and ‘ninja’ (again) are also prominent with between 6-28 million subscribers apiece (“Top 250 YouTubers games Channels”, 2018). These gamers have built their social capital around the Fortnite community. Their popularity is not just equated to the entertainment they provide, but also the sense of belonging and support other players subscribe to. These cross-platform communities are the reason why socially competitive online multiplayer games are so virally popular.

Popularised Online Multiplayer Games

In 2018 PlayStation released statistics of their top ten downloaded games. This includes Call of Duty: WWII, Grand Theft Auto V, NBA 2K18 and Rocket League (Massongill, 2018). Each of these games involve both an offline single player and/or multiplayer mode, as well as an online peer-to-peer multiplayer mode. However, the second highest downloaded game of 2017, Horizon Zero Dawn, only supported an online-only multiplayer mode, rather than offline single player and multiplayer modes. The popularity of these games may be contributed to a multitude of factors, but it is the sociability of the online multiplayer aspects that become a highlighting factor. PlayStation consoles offer a chat system they call ‘party’. Creating a party allows for individuals to voice and text chat with their PlayStation friends, and other players, whilst in a game or using other PlayStation applications (“About parties”, n.d.). Parties are an important aspect of gaming as it allows players to socialise with their friends and the wider gaming community. Players can connect with each other, and this facilitates the manifestation of relationships outside the limitation of geographical location. This social side of gaming is one of the strongest motivators for players to continue playing a game, and forms both pseudo communities and social networks (Trepte et al., 2012).

The success of Fortnite has been swift. It’s accessibility and competitiveness has led to its rise as one of the most popular online socially competitive multiplayer games. On February 4th 2018 Fortnite’s servers crashed when the game hit a peak of 3.4 million concurrent players (Nunneley, 2018). This rapid scale of growth since the game was released in September 2017 was unimaginable for the game developers. With over 45 million players it has stood out against other popular games. It has been labelled as a “relationship building, strategic masterpiece of warfare”, as it has enabled social bonding and team building that isn’t as possible in other online multiplayer games (Fortnite: An exploration of a cultural phenomenon, 2018). These statistics show that it is clear that the game is widely popular and the communities have a large span, but it is also important to acknowledge the smaller communities that form inside these larger ones. Individuals may only participate in their own personal social networks. They may only talk to people that they already know offline and do not want to socialise with players that they do not know. These smaller communities may not come in participate directly with the larger communities but by association they are contributing to the overarching community of Fortnite, and online multiplayer gaming communities as a whole. However, some scholars note that these gaming communities can result in an increase in anti-social behaviour (Trepte et al., 2012). It can form addictions, increase isolation and deteriorate offline relationships between players and their peers (Trepte et al., 2012).

Conclusion

Communities are a key part of humanity. They create networks of individuals who have come together to bond over their common interests and connect with people.  The support and security they provide were once limited to geographical location but now, with the arrival of Web 2.0, communities span across all areas of life. People can find their own space within the Internet that celebrates their interests with other like-minded individuals. Gaming communities are just one example of the vast network of communities that exist online. The pseudo communities provide support for gamers and creates relationships between players that may not have existed otherwise. Online socially competitive multiplayer games promote sociability and builds social capital between gamers. Players are able to converse not only through the game itself but across different platforms on the Internet. Through livestreams, gamers like ‘ninja’ and ‘Ali-A’ are able to showcase their abilities and provide help and insight into the games they play. The popularity of socially competitive games are tied to the online multiplayer aspect they provide. Games like Fortnite: Battle Royale have become viral because of the community that has formed around the game. The players have found something that they love to play and are sharing that with the people around them, both online and offline.

References

About parties | PlayStation®4 User’s Guide. Manuals.playstation.net. (n.d.) Retrieved from http://manuals.playstation.net/document/en/ps4/party/about_party.html

Davis, C. (2009). Web 2.0 definition, usage, and self -efficacy: A study of graduate library school students and academic librarians at colleges and universities with ALA accredited degree programs. (Doctoral dissertation). Retrieved from https://search-proquest-com.dbgw.lis.curtin.edu.au/docview/304844103?accountid=10382

Epic Games’ Fortnite. Epic Games’ Fortnite. (n.d.) Retrieved from http://www.epicgames.com/fortnite/en-US/home

Fortnite (@FortniteGame). Twitter.com. (n.d.) Retrieved from https://twitter.com/FortniteGame/with_replies?lang=en

Fortnite: An exploration of a cultural phenomenon. (2018). University Wire Retrieved from https://search-proquest-com.dbgw.lis.curtin.edu.au/docview/2001674512?accountid=10382

Katz, J.E., & Rice, R.E. (2002). Social consequences of Internet use: Access, involvement and interaction. Cambridge, MA: MIT Press.

Katz, J. E., Rice, R. E., Acord, S., Dasgupta, K., & David, K. (2004). Personal Mediated Communication and the Concept of Community in Theory and Practice. Annals of the International Communication Association, Vol.28(1), p.315-371. https://doi-org.dbgw.lis.curtin.edu.au/10.1080/23808985.2004.11679039

Koivisto, E. (2003). Supporting Communities in Massively Multiplayer Online Role-Playing Games by Game Design. Paper presented at the Digital Games Research Association Conference. http://www.digra.org/dl/db/05150.48442.pdf

Massongill, J. (2018). PlayStation Store: The Top Downloads of 2017. PlayStation.Blog. Retrieved from https://blog.us.playstation.com/2018/01/05/playstation-store-the-top-downloads-of-2017/

Nattrass, J. (2018). Ninja: Everything you need to know about the Fortnite God and Twitch star. Metro.co.uk. Retrieved from http://metro.co.uk/2018/03/16/who-is-fortnite-god-ninja-and-just-how-is-this-twitch-megastar-making-at-least-350000-from-gaming-7391914/

Nunneley, S. (2018). Fortnite hit 3.4M concurrent players last weekend and the servers couldn’t handle the pressure. VG247. Retrieved from https://www.vg247.com/2018/02/08/fortnite-3-4-million-concurrent-players-servers-crashed/

Porter, C. E. (2015). Virtual communities and social networks. In L. Cantoni and J. A. Danowski, (eds). Communication and Technology. Berlin: De Gruyter. pp. 161 – 179

Putnam, R. (2000). Bowling Alone: The Collapse and Revival of American Community (pp. 288-289). New York: Simon & Schuster.

Top 250 YouTubers Games Channels. (2018). Socialblade.com. Retrieved from https://socialblade.com/youtube/top/category/games/mostsubscribed

Trepte, S. Reinecke, L. and Juechems, K. (2012). The social side of gaming: How playing online computer games creates online and offline social support. Computers in Human Behavior, vol.28(3), p.832-839. DOI: 10.1016/jchb.2011.12.003

Header image retrieved from: Alpha Coders

© 2018 Briana Marino. All Rights Reserved.

Competitive FPS communities; An analysis of the types of communication that occurs in the third place and the emergence of esports in mainstream society

Abstract

Communities play an important role in acknowledging different groups of people who have similar interests. Within these communities, candidates facilitate different methods of communication with applications, evident through the progression in new emergent technologies. This paper first explores the concept of ‘third place’. It then reviews the concept of online games, delving into the specific First-Person Shooter (FPS) community. From here, a precedence for online games is established. The paper then caters towards discussing how online games become competitive through the realm of ‘esports’. Various contemporary examples of ‘esports’ competitions will be looked upon from game titles such as Overwatch and Call of Duty. Each game provides various types of communication, aiding gamers within a competitive environment. Finally, I will transition to the importance of communication in offline events whilst looking at the proliferation of ‘esports’ becoming more evident in contemporary society for viewers as well as players who participate.

Introduction

Over the years, online games have provided an avenue for a variety of people to escape realism and pressures of the ‘real world’. These spaces are often considered as separate to those experienced in real life, donned as a ‘third place’. Soukup (2006) explores the research of sociologist Ray Oldenburg to which identifies the Third Place as “public spaces used for informal social interaction outside of the home and workplace”. Oldenburg specifies the characteristics of these spaces which are a good starting point in identifying and providing a discussion around this community. From Soukup (2006), he argues that third places:

  • Are on neutral ground;
  • Are a leveller;
  • Conversation is the main activity;
  • Are accessible;
  • [Are a] home away from home, they have ‘regulars’; and
  • [Have a playful mood]

‘Third place’ is situated and considered as an extension of ordinary life. In this paper, I’ll be identifying online games within this space, specifically First-Person Shooters (FPS’). The online gaming community is far too big to identify; therefore, the main scope of this paper will primarily cater towards this specific niche in the gaming community. For those that are unaware, the competitive environment is currently on the rise and is referred to nowadays as ‘esports’. Seo and Jung (2014) explore this as “an area of sport activities in which people develop and train mental or physical abilities in the use of information and communication technologies”. Expanding media platforms have promoted this ever-changing phenomenon with it becoming more than just an activity but rather a more inclusive participative activity through spectatorship. With its rapid increase in popularity, “online computer gaming leagues and locally networked events have offered players a place to engage in serious or career competition” (Seo & Jung, 2014, p.636). With ‘esports’ occurring both online and in offline settings, communication between players is vital to achieve success. This paper will investigate the FPS community and how it creates a competitive environment and promotes a larger level of communication within the third place. Examples such as Overwatch and Call of Duty will be discussed regarding online and offline settings to further explore the notion of a competitive environment. Finally, I will look at communication at ‘LAN’ events and its importance in an offline environment whilst pursuing the ideal of ‘esports’ and its relevance in contemporary society through its growth through viewership and participation of ‘esport’ ‘athletes’.

Third Place and its relationship with Online Games

As previously mentioned, scholars such as Oldenburg have defined ‘third place’ as a “public space[s] used for informal social interaction outside of the home and workplace” (Soukup, 2006, p. 421). Contrasting from what’s usually considered as ‘normal life’, video games offers further social interaction and a platform whereby consumers can escape from reality. According to Wadley et al. (2003) companies such as Sony and Microsoft were the first of many to pioneer this. It is said that “Sony and Microsoft appear to have similar visions for online console gaming: a global network connecting millions of users, who not only play videogames with each other, but also socialise online” (Wadley et al., 2003, p.238).

Online games come in many different forms, whether it’s through multiplayer against other individuals, or cooperative play whereby players team up with others to perform a certain set of tasks. ‘Third places’ are often regarded to be on ‘neutral ground’ and are ‘accessible’. However, in some cases this is not always possible. With a gap in technology, not all people have access to platforms whereby third places occur, in this case, online games. Scholar Papacarissi argues that “the fact that online technologies are only accessible to and used by, a small fraction of the population contributes to an electronic public sphere that is exclusive, elitist and far from the ideal” (Soukup, 2006, p.430). The ‘leveler’ and ‘accessibility’ arguments that are initially enforced by Oldenburg are under scrutiny, conflicting with the ideal of being available to all.

While this seems to be the case, ‘social capital’ helps to support Oldenburg’s views. Robert Putnam defines social capital to be the “connections among individuals – social networks and the norms of reciprocity and trustworthiness arise from them” (Soukup, 2006, p.430). Moreover, while “connectedness might foster equality, it is not necessarily ‘distributed’ evenly…not all people are equally connected with other members of their communities” (Soukup, 2006, p.430). In the case of online games, it provides members a platform to communicate and to meet others, but in some cases, not evenly. The significance of the third place and online games offer and “provide greater opportuni[ties] for diverse people to acquire social capital” (Soukup, 2006, pp. 430-431) as an extension from daily life.

How do Online Games become Competitive? The concept of ‘Esports’ and its rise within contemporary society

An aspect of online games that has become profoundly more popular over the years is the concept of ‘esports’ or more commonly referred to as ‘competitive video games’. Seo and Jung (2014) explain its concept with the ideal being based around “the emergence of professional and semi-professional tournaments, where consumers have been able to celebrate organised and competitive gaming practices”. It’s progression has seen the creation of “leagues and locally networked events [which] have offered players a place to engage in serious or career competition” (Seo & Jung, 2014, p.636). Industry body Electronic Sports League (ESL) reported that in 2012 there were “3.6 million registered users in Europe” (Seo & Jung, 2014, p.642). South Korea has been regarded as the hub of ‘esports’ for many years. In its early stages there were “more than 430 professional ‘athletes’ in South Korea who make a living from playing computer games, and the 2013 WCG – an ‘eSports’ tournament comparable to the Olympic Games for traditional sports – saw 400 computer game players attend from 40 different countries” (Seo & Jung, 2014, p.642). The scalability of this phenomenon is quite remarkable. Team-based titles such as Overwatch and Call of Duty are that of which are subject to current competitions produced on global level with the Overwatch League as well as the Call of Duty World League. At the highest level, and even in online matches, communication is an important aspect that can influence the sequence and result of events in-game. Next, it’ll be critical to analyse the types of communication each title makes use of, showing its relevance and how it helps gamers in a competing environment.

Types of Communication experienced within an Online setting

Text Communication vs. Voice Communication – and the addition of non-verbal in-game tools

Fig 1. Overwatch in-game text-based chat channels between team members (blue) and everyone in the match (orange). (Overwatch Chat, 2016).

Overwatch utilises different modes of communication, the first being text oriented. Players can communicate with their teammates using in-game tools such as ‘pinging’ which notifies their team when their abilities will be available. Following this, gamers can also initiate text-based conversations with their team. Figure 1 shows an example of the text chat in action. The players highlighted with the orange text display their disliking towards a players skill within their match. On the other hand, players are also able to communicate via the voice chat system. This is by far the more preferred way of communicating with team members being able to co-ordinate strategies and plays much more efficiently. The ‘competitive’ playlist is a place where the nature and testing of skill is created through Overwatch. Players are presented with a rank based on how they play against one another. A change in rank or ‘skill rating’ (SR) is a result of either winning or losing a match. Levels of communication are therefore required to be very efficient for teams to focus on obtaining specific objectives or eliminating the appropriate targets. Online games that offer something at stake or worth playing for creates value and frames the game as being competitive. To be successful in this environment, communication plays a pivotal role in crafting the way a team plays as well as adjusting to situations as they happen.

Types of Communication experienced through offline events – competing in a ‘LAN’ environment

Communication is not only conducted in an online setting but also through an offline environment at events or more commonly known as ‘LANs’ (Local Area Network). A LAN is a social event whereby “gamers link their PCs…in order to play together” (Jansz & Martens, 2005, p.335). This social setting is very common for those participating in ‘esports’ with major competitions hosted in this environment. The example makes mention to PCs being linked but console games, such as Call of Duty and Halo, have also been subject to LAN events over the years. LAN events commonly offer something tangible for those who win. The offline setting of LAN events creates a different essence of competitiveness. Communication plays a very important role at LAN events with so much more at stake in comparison to an online setting. Previously, I mentioned that communication was used to co-ordinate specific plays by teams to win in certain situations. Communication is much different in this environment with many gamers often subject to performance anxiety or lack of communication under a much stressful setting.

Fig 2. Call of Duty ‘esports’ stars OpTic Gaming take out the 2017 Call of Duty World Championship with a $600,000 USD prize and title of the best team ever. (Fletcher, 2018).

The tangibility of the prize money, trophy, as well as non-tangible aspects such as reputation is something often creates a competitive environment amongst gamers. Tangibility creates a drive “to win or surpass others…to accomplish levels that one’s friends cannot” (Jansz & Martens, 2005, p.337). Winning an event or any competition for that matter enables gamers to hold a reputation over others that haven’t completed the same feat; this is one of the main drivers that promotes competitiveness in an offline setting. Gamers such as those from OpTic Gaming would have been inclined to use a high level of communication between one another for processes in-game to be a lot more effective, and as a result, helped them to successfully win the tournament. Therefore, LAN events are an amalgamation of both online games as well as a social space for competitive gamers. For what was once regarded as a ‘third place’, this is one of the many concepts that are starting to blur the lines of becoming a much more evident part of the ‘real world’.

‘Esports’ viewership rivalling that of traditional sports and the future for ‘esport’ ‘athletes’

The viewership of traditional sports in comparison to that which is generated from ‘esports’ is something quite interesting. With the introduction of streaming platforms, such as Twitch and YouTube, it has lessened the barriers of entry into the realm of esports. According to Lack (2017) “Streaming platforms like Twitch (launched 2011) acted as growth catalysts for eSports”. Moreover, these platforms “provided the stage for tens of millions of viewers to watch their favourite teams and players live without traveling from their bedrooms. In doing so, they have allowed audience numbers to compete, and even outcompete, with traditional sporting competitions” (Lack, 2017).

Fig 3. Shows the finals viewership comparing NBA and MLB finals against the finals for League of Legends on the streaming platform Twitch. (Lack, 2017)

Viewership of ‘esports’ online can also be replicated in an offline setting at live events. One of the prime examples of this was at the League of Legends World Championship Final in Seoul, South Korea. It was said that “40,000 fans crowded…where huge opening and closing ceremonies featured bands like Imagine Dragons” (Lack, 2017). The viewership of ‘esports’ has transcended from preceding years. Twitch has pioneered a movement allowing for everyday consumers to delve into the concept of ‘esports’ online. The growth rate of the industry is remarkable with “Corporate sponsorship, audiences, and prize funds start[ing] to grow at a rapid rate” (Lack, 2017). Not only this, but “tournament regularity; from the year 2000 to the year 2010, the annual frequency of tournaments increased by 2600%” (Lack, 2017). The progression of this phenomenon is something that needs to be taken seriously with games like Dota 2 which has “awarded little short of $90,000,000 in prizes, with $20,000,000 given out in one tournament alone” (Lack, 2017). Following this even “Colleges and universities are cultivating ‘eSports’ teams” (Lack, 2017). For people that show a high interest in this field, one that was considered traditionally to be a hobby, can now look at ‘esports’ in a way that blends into ‘contemporary’ life as possible job prospects.

Limitations

There are a few limitations that need to be considered regards to the contents discussed in this paper. These include:

The scalability of Online Games. The online gaming community is far too broad to explore for the sake of this paper. The research conducted is only limited to that of the First-Person Shooter community and does not make many ties to extended gaming genres.

Examples identified. The examples of Overwatch and Call of Duty only offer a small insight into the realm of ‘esports’ and shouldn’t be reflective of the whole industry.

Accuracy of statistics. The statistics regarding ‘esports’ viewership should be reviewed more closely from various sources and should not be regarded as an accurate representation unless reflected in similar cases.

Conclusion

In summary, Online Games offer a range of benefits towards consumers exposed to its many intricacies. For many, games are a part of a third place which is identified by Soukup (2006) as “public spaces used for informal social interaction outside of the home and workplace”. Games within a third place offer an increased level of social capital as people learn to create relationships and form friends as an extension of everyday life. However, it must be noted that not all consumers have access to such technologies, making it somewhat exclusive. There’s also an aspect whereby games become competitive. I explained the concept of ‘esports’ and how competitiveness is stemmed contrasting to casual play amongst consumers. For those seeking to succeed in such a diverse and competitive environment the use of communication is vital. From here, the methods of communication experienced in First-Person Shooter titles are referred to, ultimately aiding gamers perform their best competitively. The paper transitioned to communication at ‘LAN’ events and how it differs from its online counterpart. Finally, the concept of ‘esports’ events from a viewership perspective are explored and how it’s becoming more evident as a part of contemporary society with an increase in esports tournaments online and at live events; ultimately rivalling those of traditional sports.

 

References

Fletcher, A. (2018). Top 5 Largest Esports Games & Their Prize Pools. Retrieved from
http://www.xygaming.com/content/top-5-largest-esports-games-prize-pools/

Jansz, J., & Martens, L., (2005). Gaming at a LAN event: the social context of playing video games. New Media & Society, 7(3), 333-355. https://doi.org/10.1177/1461444805052280

Lack, A. (2017). A Comprehensive History of Esports. The Good, The Bad, and The Atari 1976 Space Invaders Tournament [Blog post]. Retrieved from https://www.adspreemedia.com/blog/comprehensive-history-esports-good-bad-and-atari-1976-space-invaders-tournament

Overwatch Chat. (2016). Chat Example. Retrieved from https://twitter.com/overwatch_chat/status/773348692640227328

Seo, Y. & Jung, S-U. (2014). Beyond solitary play in computer games: The social practices of eSports. Journal of Consumer Culture, 16(3), 635-655. https://doi.org/10.1177/1469540514553711

Soukup, C. (2006). Computer-mediated communication as a virtual third place: building Oldenburg’s great good places on the world wide web. New Media & Society, 8(3), 421-440. https://doi.org/10.1177/1461444806061953

Wadley, G., Gibbs, M., Hew, K., & Graham, C. (2003). Computer supported cooperative play, “third places” and online videogames. In S. Viller and P. Wyeth (Eds.), Proceedings 2003 Australasian Computer Human Interaction Conference (OzCHI 2003), Ergonomics Society of Australia, Canberra. https://www.researchgate.net/profile/Martin_Gibbs3/publication/251747173_Computer_Supported_Cooperative_Play_Third_Places_and_Online_Videogames/links/5625617c08aed3d3f137129f.pdf