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eSports – Competitive sports or recreational activity?

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  • Hallmann, Kirstin
  • Giel, Thomas

Abstract

eSports is growing around the globe, with more and more individuals are engaged as players or spectators. In this paper, the authors reflect on whether eSports can be considered as sport based on evaluating five characteristics of sport and assessing them for eSports. Currently, eSports are not a sport but there is the potential that eSports will become a sport. Different opportunities how marketers and managers can attend to eSports are outlined.

Suggested Citation

  • Hallmann, Kirstin & Giel, Thomas, 2018. "eSports – Competitive sports or recreational activity?," Sport Management Review, Elsevier, vol. 21(1), pages 14-20.
  • Handle: RePEc:eee:spomar:v:21:y:2018:i:1:p:14-20
    DOI: 10.1016/j.smr.2017.07.011
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    References listed on IDEAS

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    1. Seo, Yuri, 2016. "Professionalized consumption and identity transformations in the field of eSports," Journal of Business Research, Elsevier, vol. 69(1), pages 264-272.
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    Cited by:

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    2. Hergueux, Jerome & Smagghue, Gabriel, 2023. "The dominance of skill in online poker," International Review of Law and Economics, Elsevier, vol. 74(C).
    3. Giachino, Chiara & Nirino, Niccolò & Leonidou, Erasmia & Glyptis, Loukas, 2023. "eSport in the digital era: Exploring the moderating role of perceived usefulness on financial behavioural aspects within reward-crowdfunding," Journal of Business Research, Elsevier, vol. 155(PB).
    4. Hollebeek, Linda D. & Abbasi, Amir Zaib & Schultz, Carsten D. & Ting, Ding Hooi & Sigurdsson, Valdimar, 2022. "Hedonic consumption experience in videogaming: A multidimensional perspective," Journal of Retailing and Consumer Services, Elsevier, vol. 65(C).
    5. Michael R. Ward & Alexander D. Harmon, 2019. "ESport Superstars," Journal of Sports Economics, , vol. 20(8), pages 987-1013, December.
    6. Sophia Terwiel & John F Rauthmann & Maike Luhmann, 2020. "Using the situational characteristics of the DIAMONDS taxonomy to distinguish sports to more precisely investigate their relation with psychologically relevant variables," PLOS ONE, Public Library of Science, vol. 15(10), pages 1-15, October.
    7. E. Mitchell Church & Ravi Thambusamy, 2022. "Game-swinging on Twitch: an affordances perspective," Electronic Markets, Springer;IIM University of St. Gallen, vol. 32(3), pages 1677-1689, September.
    8. Dennis Coates & Petr Parshakov & Sofia Paklina, 2020. "Do Managers Matter: Evidence From E‐Sports," Contemporary Economic Policy, Western Economic Association International, vol. 38(2), pages 304-312, April.
    9. Weisheng Chiu & Thomas Chun Man Fan & Sang-Back Nam & Ping-Hung Sun, 2021. "Knowledge Mapping and Sustainable Development of eSports Research: A Bibliometric and Visualized Analysis," Sustainability, MDPI, vol. 13(18), pages 1-17, September.
    10. Cunningham, George B. & Fairley, Sheranne & Ferkins, Lesley & Kerwin, Shannon & Lock, Daniel & Shaw, Sally & Wicker, Pamela, 2018. "eSport: Construct specifications and implications for sport management," Sport Management Review, Elsevier, vol. 21(1), pages 1-6.
    11. Frano Giakoni-Ramírez & Eugenio Merellano-Navarro & Daniel Duclos-Bastías, 2022. "Professional Esports Players: Motivation and Physical Activity Levels," IJERPH, MDPI, vol. 19(4), pages 1-13, February.
    12. Haozhou Pu & Jeeyoon Kim & Corinne Daprano, 2021. "Can Esports Substitute Traditional Sports? The Convergence of Sports and Video Gaming during the Pandemic and Beyond," Societies, MDPI, vol. 11(4), pages 1-18, October.

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