Communities and Online Gaming

A Comparative Study of eSports and the eSport Community in Contrast to Traditional Sports

Abstract

This paper explores the rising popularity and success of competitive video gaming—known in the industry as eSports—and the community behind the sport, and how the industry measures up to in comparison with traditional sports. To understand the fanbase behind this phenomenal growth, this paper will consider how the industry has evolved over time, and what industry strategies have played a role in shaping the eSport community. It takes into consideration how spectator motivation has factored into the popularity of eSports, and the contribution of community building as facilitated by streaming to this. It analyses the culture of this audience, with particular regard to the prevalence of two cultures; that of hero worship, and online discrimination, and how this culture compares when contrasted to that of traditional sport.

Keywords: eSports, online communities, streaming media, gender discrimination

Introduction

This paper explores the rising popularity and success of competitive video gaming—known in the industry as eSports—and the community behind the sport, and how it measures up in comparison to traditional sports. eSports is a multi-million dollar business, backed by strong industry support and attracting viewership numbers that exceed that of the United States’s Superbowl (Cioletti, 2018). To understand the fanbase behind this phenomenal growth, it is important to understand how the industry has evolved over time, and what industry strategies have played a role in shaping the eSport community. This paper will also take into consideration how spectator motivation has factored into the viewership of eSports, and how the online community of eSports fans factors into this. It will also analyse the culture of this online audience, as contrasted to that of traditional sport, with particular regard to the problem of discrimination and lack of diversity in the community.

What is eSports? A Brief Overview of the Industry

eSports, as defined by Hamari & Sjöblom (2017a, pg. 211) is ‘a form of sports where the primary aspects of the sport are facilitated by electronic systems; the input of players and teams as well as the output of the eSports system are mediated by human-computer interfaces.’ In practice, this refers to competitive gaming for a variety of video game genres; typically organised into such formats as tournaments, ladders or leagues; and played by either professionals or amateurs (Hamari & Sjöblom, 2017a). In recent years, the boom in online gaming—influenced by the widespread digitisation of gaming due to the ubiquity of the Internet and mobile devices—has spurred on the rapid growth of eSports (Hamari & Sjöblom, 2017a; Castells 2001, Miller 2011, as cited in Rosell Llorens, 2017). This culture of competitive online play has leant itself to developing into an industry. The way eSports is structured is reminiscent of traditional sport, with a similar organisation of players, teams, coaches, managers, tournaments, leagues, player transfers, college scholarships, and sponsorship deals; it also shares institutional problems such as match fixing, cheating, and gendered discrimination disputes (Jenny, Manning, Keiper, & Olrich, 2017; Newzoo, 2016; Gies, 2016, as cited in Pizzo et al., 2018).

           There still lingers an attitude towards eSport that underestimates the strength of the industry, even as the sector becomes increasingly mainstream. eSport is a highly profitable business. In 2015 the industry made over $325 million (Newzoo, as cited in Pizzo et al., 2018) which was predicted to grow to $905.6 million (Newzoo, as cited in Seitz, 2018). It is a global industry; while the sector is still attempting to reach the mainstream in the West, it is firmly established in the national sporting culture of many East Asian countries.

            While any sufficiently large competitive game can evolve an eSport scene, the most common and popular genres are those of the multiplayer online battle arena (MOBA), real-time strategy (RTS), the first-person or team shooter (both will be referred to under the umbrella term of FPS), and the sports, card, and fighting game genres (Hamari & Sjöblom, 2017a). Within these popular genres are specific games which have cultivated their own impressive followings, such as: League of Legends (LoL), Overwatch, and the FIFA games. It is on these three games—and their respective eSports scenes and communities—that provide the best case studies for eSport analysis.

eSport Supporters: The Companies Behind The Industry

The success of the eSport industry owes itself in large part to the way the companies behind the games have quickly adopted and supported the practice. There is a lot of money in the industry; not just in the form of profits made by the developers of popular eSport games, but in the financial investment into the industry made by these companies. As has already been indicated, eSports is a multi-million dollar industry, and much of this money is due to major financial backing from corporate sponsors and endorsement deals. These income streams alone account for about 40% of industry revenue (Seitz, 2018).

            In addition, purpose-built eSport stadiums have already been constructed in countries such as the United States and South Korea; for example, the latter boasts Nexon Arena, a stadium built to host events for a variety of eSport titles (Pizzo et al., 2018). These stadiums have been built both by the games companies for their own games, and by the government of the host country itself. That the industry has eSport specific venues is vital, as it gives the eSport audience a physical space in which to interact with the industry and community.

            Despite the presence of physical eSport tournaments, for the most part eSport competitions are viewed primarily through online broadcasting mediums such as Twitch.tv. eSports coverage can be found on broadcast television in some countries, but for most audiences online streaming is the only method of accessing eSports content. Knowing this, the industry has collaborated closely with these platforms. Until as recently as 2017, Riot Games—the company behind LoL—granted Twitch the rights to broadcast tournaments for free.

            Factors such as these have a multi-pronged effect: they seek to make professional play accessible, enable audiences to directly engage with the competition, and provide a shared community space for their audience.

The Motivation Behind eSports Consumption

While industry support was vital for growing the infrastructure to support the eSport industry, it was the popularity of eSports that attracted this backing initially. In order to understand how eSports as a genre became popular, it is important to first analyse why.

            People watch competitive gaming for much the same reasons that they watch traditional sports (Pizzo et al., 2018; Hamari & Sjöblom, 2017a). According to the study by Pizzo et al., (2018), the most important metrics by which traditional sports fans determined their engagement with their sport were: vicarious achievement, physical attraction and family bonding. In comparison, the study found that while they shared similar motivations, eSport audiences rated differing motives as crucial to their engagement. In particular, the excitement and athlete skill factors mattered more for those who watched eSports, in comparison to traditional sport (Pizzo et al., 2018). In addition, the strength of any particular motive was also dependent on the kind of sport; real-time strategy fans rated athlete skill as more important than a connection to a team or player, which was more important to virtual sport eSport fans (Pizzo et al., 2018).

       Community is a core motivator for audiences when deciding to participate in sports viewership—for both traditional sports and eSports. For traditional sports, which are customarily spectated through the medium of broadcast television, motivations such as family are salient (Pizzo et al., 2018). It was important to participants to bond with family members over sports viewership—this becomes a household tradition (Pizzo et al., 2018). However, eSports does not share the same viewing patterns or mediums of traditional sports, and family is not a primary motivation for eSports fans. But this does not mean similar motivations of community bonding are not an important factor in eSport viewership. Video games have always had a social aspect embedded in their culture. While a majority of eSports coverage is streamed on platforms such as Twitch, these streaming mediums allow something which broadcast television does not: an in-built space for social interaction (Sjöblom, & Hamari, 2017b). Twitch offers chatrooms with every stream; these function as ‘third places’; like the sports bars before them, this characteristic of Twitch chatrooms allows communities to grow (Hamilton et al., as cited in Hilvert-Bruce, Neill, Sjöblom & Hamari, 2018). These chats enable active participation by the community in the livestream, as opposed to the passive viewing experience of broadcast media (Sjöblom, & Hamari, 2017b).

            eSport audiences share traditional motivations behind their consumption of eSport content, but they differ from traditional sports fans as to what those motivations are, which suggests that while eSports are very much sports, they are ones governed by very different rules. 

eSports Communities: Divided By Gender

Both the gaming industry and the traditional sport industry have a diversity problem; in particular, both are well-known for their problems with representing the women in their communities. Traditional sport has made considerable progress in this regard; the industry is now more committed than ever to hosting, funding and broadcasting women’s sport. But while examples—such as the formation of the Australian Rules Football Women’s League in 2017—abound, the gender gap still remains a problem (Hall & Oglesby, 2016). The gaming industry, on the other hand, grapples with a stereotype of gaming as the pursuit of young men only, which is not representative of its audience today—and never really was (Eklund, 2016; Ruvalcaba, Shulze, Kim, Berzenski, & Otten, 2018). Thus, on first glance, it would seem to be a fair assumption that eSports, being a product of both industries, might report very low viewership numbers among women.

           While viewership numbers among women are certainly lower than that of their male counterparts (Hamari & Sjöblom, 2017a; Pizzo et al., 2018) on a community level, at least, gender diversity in eSports is not as radically unbalanced as might be believed. It certainly is a problem—statistics suggest that gamers are fairly evenly split between male and female—and the split of eSports viewers are certainly lower than this by a significant percent (Hamari & Sjöblom, 2017; Pizzo et al., 2018; Ruvalcaba et al., 2018). However, like traditional sports, the most troubling aspect of the gender divide is not found within the audience, but within the ranks of the professionals. Analysis of various metrics show that traditional sports fail to devote as much time, coverage, or resources to females player as they do male (Hall & Oglesby, 2016). This institutional problem with women in sporting industries is further amplified within eSports. Very few professional eSports players are women; when the Overwatch League opened in 2017, not one player in the competition was female. As of 2019, only one female player is currently contracted by the League (The Overwatch League, 2019). This lack of woman in eSport is further compounded by the fact that, unlike traditional sports—which are divided into male and female leagues—eSports leagues do not make this distinction.

            While eSports viewership among female audiences is not as dramatically low as stereotypes would suggest, the number of female professionals within the industry is troubling, particularly because this lack of representation can feed back into the community.

The eSport Culture

eSports culture is dominated by two factors: hero worship and discrimination. eSports is a product of the modern online gaming environment, and that environment has been marked by such things as gendered harassment for decades (Ruvalcaba et al., 2018).

            Like traditional sports, eSports cultivates fandoms around teams and players. Spectators will actively barrack for specific teams or players; of eSports viewers in 2016, 75% possessed a favourite team, while 69% had a favourite player’ (Ruvalcaba et al., 2018).

            One important aspect that facilitates this fandom culture is the role of streaming media. Many eSport fans are drawn into the industry as a result of participation by their favourite streamers in the scene. It is no wonder, then, that most players will actively produce gameplay footage on sites such as Twitch, and will continue to cultivate these streaming platforms even while competing in eSports events to boost their popularity and chance at higher financial rewards (Li & Huang, 2014, as cited in Brown, Billings, Murphy, & Puesan, 2017). Additionally, stream popularity is heavily skewed: 10% of individual streamers were responsible for 95% of views (Kaytoue et al., 2012, as cited in Sjöblom, & Hamari, 2017b). This accounts for the way individual streamers and eSports players quickly rise to the same celebrity status as traditional athletes.

            The gaming community has always had a problem with sexism and harassment. The environment of online gaming—where users are anonymous, represented only by their avatars—leads to disinhibition which then facilitates high levels of discriminatory behaviour (Suler, 2004, as cited in Ruvalcaba et al., 2017). Unlike in most online gaming environments, eSports focuses on the player as a real person—in part due to the aforementioned hero worship culture—and not an avatar. This is derived in part from streaming, where the problem of harassment is no longer mitigated by anonymous avatars, because streaming—like social media—blends the freedom of construction of identity afforded by online platforms with the desire for the ‘real’ (Van Der Nagel & Frith, 2015). Streamers are online personalities, and regularly use their faces and voices to connect with their audiences. As such, the discriminatory behaviour first popularised in these online gaming contexts finds itself capable of identifying and targeting individuals on the basis of gender, ethnicity and so on. Streamers and eSports professionals can no longer hide behind anonymity as a defence against harassment. Women in both are thus often alienated, with the term ‘gamer girl’ used commonly as a derogatory label that connotes both tokenism and a perceived lack of ability (Ruvalcaba et al., 2017).

            The culture of the eSport community features both high emotional engagement between its audiences, players and teams, as well as high levels of hateful, discriminatory behavior that alienates diverse members of the community and limits the industry as a whole.

Conclusion

eSports is a multi-million dollar industry that looks capable of overtaking traditional sport in the decades to come. The eSports scene is one of rapid growth, aided by strong institutional support from the gaming industry, corporate sponsors and devoted fanbases. Audience motivations for spectating eSports are varied and show the same amount of dedication—if not more—for the industry as can be found for traditional sports. While the industry is less divided along gendered lines than prevailing attitudes would suggest, there is a notable gap between the rates of male and female participation in eSports. The industry is also limited by its ongoing problems with prevalent discriminatory attitudes in the community, which poisons the eSports culture and alienates diverse members of the community. The eSport industry must continue to work on its strong points, and fix the more negative aspects of its community, in order to reach its potential as a global mainstream media format.

References

Brown, K. A., Billings, A. C., Murphy, B., & Puesan, L. (2017). Intersections of Fandom in the Age of Interactive Media: eSports Fandom as a Predictor of Traditional Sport Fandom. Communication & Sport, 6(4), 418-435. doi:10.1177/2167479517727286

Cioletti, A. (2018, April). All eyes on eSports. License! Global, 21, 9. Retrieved from https://search-proquest-com.dbgw.lis.curtin.edu.au/docview/2056439451?accountid=10382

Eklund, L. (2016). Who are the casual gamers? Gender tropes and tokenism in game culture. In Willson, M., & Leaver, T. (Eds.). Social, Casual and Mobile Games: The Changing Gaming Landscape (pp. 15–30). Retrieved from https://ebookcentral.proquest.com

Hamari, J., & Sjöblom, M. (2017). What is eSports and why do people watch it? Internet Research, 27(2), 211-232. doi:http://dx.doi.org.dbgw.lis.curtin.edu.au/10.1108/IntR-04-2016-0085

Hilvert-Bruce, Z., Neill, J. T., Sjöblom, M., & Hamari, J. (2018). Social motivations of live-streaming viewer engagement on Twitch. Computers in Human Behavior, 84, 58-67. doi:10.1016/j.chb.2018.02.013

Pizzo, A. D., Baker, B. J., Na, S., Lee, M. A., Kim, D., & Funk, D. C. (2018). eSport vs. sport: A comparison of spectator motives. Sport Marketing Quarterly, 27(2), 108-123. Retrieved from https://search-proquest-com.dbgw.lis.curtin.edu.au/docview/2131137258?accountid=10382

Seitz, P. (2018, Feb 21). Global esports revenue forecast to top $905 million in 2018. Investor’s Business Daily Retrieved from https://search-proquest-com.dbgw.lis.curtin.edu.au/docview/2006918585?accountid=10382

Sjöblom, M., & Hamari, J. (2017). Why do people watch others play video games? An empirical study on the motivations of Twitch users. Computers in Human Behavior, 75, 985-996. doi:10.1016/j.chb.2016.10.019

Rosell Llorens, M. (2017). eSport Gaming: The Rise of a New Sports Practice. Sport, Ethics and Philosophy, 11(4), 464-476. doi:10.1080/17511321.2017.1318947

Ruvalcaba, O., Shulze, J., Kim, A., Berzenski, S. R., & Otten, M. P. (2018). Women’s Experiences in eSports: Gendered Differences in Peer and Spectator Feedback During Competitive Video Game Play. Journal of Sport and Social Issues, 42(4), 295-311. doi:10.1177/0193723518773287

The Overwatch League Players. (2019). Retrieved from https://overwatchleague.com/en-us/players

Van Der Nagel, E. and Frith, J. (2015). Anonymity, pseudonymity, and the agency of online identity: Examining the social practices of r/Gonewild. First Monday, 20(3), Retrieved from http://www.ojphi.org/ojs/index.php/fm/article/view/5615/4346

8 thoughts on “A Comparative Study of eSports and the eSport Community in Contrast to Traditional Sports

  1. This was a very interesting read, I think the points you raised about gender inequality in eSports most thought provoking. The comparison of physical sports and eSports setting a standard of male Dominance across both industries is a very good point.

    We are only recently seeing female leagues in sports and eSports getting any kind of mainstream platforms and it is a real struggle for then to maintain that platform or gain any real interest. But this is definitely still the bottom percent of what is dominantly seen.

    I also think the point you made about the fact female to male ratio in gamers now is pretty much equal yet there is a obvious inequality between what is been viewed and broadcast gender wise. You said that this is at an institutional level which I agree, do you think that as a result of normal sports been male dominated therefore institutionally supported as the most acceptable, that this transfers into eSports and stops woman from breaking into this industry as easily as men?

    Thanks! Casey.

    1. Dear Casey,

      Thank you for your comment!

      As to your question; I believe you have hit the nail on the head. I do think the problem with gender inequality in eSports is absolutely resultant of the institutional culture of traditional sport, and – while I do not think it is the sole reason behind why women find it so hard to break into the industry – I do think it is the reason behind why so few female gamers go on to become professional players. Traditional sports provided the blueprint for the eSports industry, after all, and unfortunately the industry inherited the gender inequality that came part and parcel with that. I think the only way for this to change will be for eSports to realise – as traditional sports is beginning to – that the male-dominated model of sports is not the only successful business model.

      Thanks,
      Charlie.

  2. This was a great read and it’s interesting to read about the issues which are prevalent in both sports and eSports. You make some great points about the eSports community and industry alienating many groups of people including women and this is hindering the community from growing further.

    I also like your point about lack of representation feeding back into community members, this is certainly true and I think it can be hard for many women to feel comfortable in gaming communities when it’s easy to tell that the lack of representation is an issue that goes right to the top professional level all the way to local gaming communities.

    What do you think needs to change in local online gaming communities so that women can gain better representation in eSports? Do you think changes made at a local level will help female representation at the professional level?

    Your discussion about eSPorts being a highly profitable industry was very interesting as well, as I myself had not thought about this despite being involved in eSports in the past, I think streamers of many popular competitive games can benefit greatly from streaming these games and will continue to do so as eSports becomes more popular.

  3. CTalbot,
    I think that like most sports, Esports is also plagued with issues regarding gender discrimination, recognition and equality.

    How would you propose to tackle this in regards to Esports?
    Would you institute a global regulatory board or something similar to manage the concept of Esports as a whole?
    Perhaps you would deal with these issues on a game to game basis?

    I am looking forward to your response.

    1. Dear EHanton,

      Thank you for your comment!

      I think you raise some excellent questions. I’m afraid I don’t have the answer to all of them, but I’ll do my best to address them.

      How do I think eSports can tackle this problem? I think, unlike traditional sports, eSports has a lot more leeway in this regard.

      Because eSports is not separated into different leagues or tournaments on the basis of gender, eSports could very easily introduce a quota system, perhaps—one female player for every team on the Overwatch League, for example. Your idea of a regulatory body is a very good suggestion; after all, in Australia we have regulatory bodies for both the AFL and AFLW, so why not have a board for each eSport?

      This ties into your last question, because yes, I do think this is a problem that needs a nuanced approach, and each game will need something different. Some eSport games might already have a large population of popular, talented female streamers, but not the same level of representation at the professional level. So those games would benefit from hiring initiatives, or quotas. Other games might have a different problem—they might not have as many female players involved in streaming, or at pro level, and these games might need to take a more community focused approach.

      I think, at the end of the day, this is an issue that is both incredibly nuanced and multi-layered, with no one clear solution. I do think, however, that the eSports industry has a duty to acknowledge the problem and set about trying to tackle it.

      Thanks,
      Charlie.

  4. Hi EHanton

    That’s a very well detailed paper you got there. However, I think that eSport and traditional sport are two separate things and should not even be put in the same category. A sport is an activity that involves physical exertion and skills while eSport is just playing video games. I’m not saying that playing video games does not require skills or training but playing a sport such as football or basketball requires more physical input and involves the entire body and even the mind while competitive gaming involves pressing buttons.
    You also said in your paper that traditional sport has a diversity problem which I do not agree. All sports have men and women categories, it’s true that the men category is more popular and broadcasted and that’s because sports involving men are more competitive and more entertaining. Men and women are biologically different and when it comes to physical sports, men have the advantage. However, when it comes to video games, this biological difference is not as big of a problem which is a reason why I think sports and eSport are different.

    Another point that you mentioned is that eSport will probably be capable of overtaking traditional sport in the decades to come. I completely disagree because if eSport wants to overtake the traditional sport it will have to go against big competitions such as The NBA, The Premier League, other International sports competitions such The World Cup, The Olympics Games, and many more.

    What do you think?

  5. Hi CTalbot,

    I found it very interesting that the gaming stream has all taken very different (but relevant) topics to talk about digital games. Your discussion about eSports is very unique in my opinion, joining to the other topics of third place, gender swapping and digitalisation to name a few. I liked that you have defined clearly what eSports is at the beginning, this is important as many might not know this term. It was also insightful to learn that eSport revenues a lot of money although, who could’ve imagined that there would be an audience for viewership and how streaming can earn you so much money. I think that eSports are not watched with family because games are played with very like-minded people. I also appreciated that you have identified Twitch as a “third place”, more so you have represented it as some sort of a sports bar, I think that is highly appropriate to the informality of virtual spaces such as third places. It was good that you identified that there’s a lack of female presence in eSports and that there isn’t a dedicated league for females like real sport offers, I personally think though, if there was a female league it could possibly bridge the gap of females exclusion in games and would also encourage more females to join. In saying that, you have highlighted a good point that many females passively stream and watch but very few play eSports. I feel like, with real representations and a model figure such as Sam Kerr for soccer, it may truly encourage many females to follow and it can slowly normalise women presence in eSporting world.

    I do have one suggestion that I would have like to see your paper explore and that is, the introduction of punting, eSport betting. I think this would be an interesting subject to unpack as it parallels traditional sports too, that people bet on teams with real odds and essentially treat it like a sport in terms of win lose outcome.

    Here are some questions for your further thoughts!

    – Do you think eSports originated it’s name from the reminiscent of traditional sports? Such as sharing similar values in win lose outcome, tournaments, viewership etc.

    – Is eSports considered amateur or professional? Its professional for those who can make the big bucks and sponsorships, but it is also amateur for those whom play eSports competitively but also have a job during the weekdays.

    – Is eSports and its continual growth of success, sending a bad message to future generations? That is, to invest more time into games, how attractive it is with the profits, rather than investing into real sports and possibly a professional career.

    Thanks for your time!

    Chris.

  6. Hi CTalbot,

    Very interesting topic here. To my knowledge, eSports is considered as a professional sport these days and even international competitions are being organised in various game genres.

    Traditional sport on the other hand is well established and cannot be compared to eSports. This comes to your statement that eSports will be more popular than traditional sports in the future and I would like to suggest that this is debatable. Though eSports will gain in momentum in the years to come but I don’t think this will be of more value than let’s say the FIFA World Cup tournament or the Olympic Games.

    Regards,
    Keshav

    Do check my paper on how social network influencers affect the construction of reality of its users here : https://networkconference.netstudies.org/2019Curtin/2019/05/09/social-media-influencers-defining-construction-of-identit/

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