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eSport: Construct specifications and implications for sport management

Author

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  • George B. Cunningham
  • Sheranne Fairley
  • Lesley Ferkins
  • Shannon Kerwin
  • Daniel Lock
  • Sally Shaw
  • Pamela Wicker

Abstract

The purpose of this article is to add to the conceptual discussion on eSport, analyze the role of eSport within sport management, and suggest avenues for future eSport research. The authors suggest that debates surround the degree to which eSport represents formal sport, and disagreements likely stem from conceptualizations of sport and context. Irrespective of one’s notion of eSport as formal sport, the authors suggest the topic has a place in sport management scholarship and discourse. Such a position is consistent with the broad view of sport adopted by Sport Management Review, the perspective that eSport represents a form of sportification, and the association among eSport and various outcomes, including physical and psychological health, social well-being, sport consumption outcomes, and diversity and inclusion. Finally, the authors conclude that eSport scholarship can advance through the study of its governance, marketing, and management as well as by theorizing about eSport.

Suggested Citation

  • George B. Cunningham & Sheranne Fairley & Lesley Ferkins & Shannon Kerwin & Daniel Lock & Sally Shaw & Pamela Wicker, 2018. "eSport: Construct specifications and implications for sport management," Sport Management Review, Taylor & Francis Journals, vol. 21(1), pages 1-6, January.
  • Handle: RePEc:taf:rsmrxx:v:21:y:2018:i:1:p:1-6
    DOI: 10.1016/j.smr.2017.11.002
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    Citations

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    Cited by:

    1. Sergio Machado & Bruno Travassos & Diogo S. Teixeira & Filipe Rodrigues & Luis Cid & Diogo Monteiro, 2021. "Could tDCS Be a Potential Performance-Enhancing Tool for Acute Neurocognitive Modulation in eSports? A Perspective Review," IJERPH, MDPI, vol. 18(7), pages 1-9, April.
    2. Emily Jane Hayday & Holly Collison, 2020. "Exploring the Contested Notion of Social Inclusion and Gender Inclusivity within eSport Spaces," Social Inclusion, Cogitatio Press, vol. 8(3), pages 197-208.
    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. Niculaescu, Corina-Elena & Sangiorgi, Ivan & Bell, Adrian R., 2023. "Venture capital financing in the eSports industry," Research in International Business and Finance, Elsevier, vol. 65(C).
    5. 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.
    6. Karl Werder, 2022. "Esport," Business & Information Systems Engineering: The International Journal of WIRTSCHAFTSINFORMATIK, Springer;Gesellschaft für Informatik e.V. (GI), vol. 64(3), pages 393-399, June.
    7. Westmattelmann, Daniel & Grotenhermen, Jan-Gerrit & Sprenger, Marius & Rand, William & Schewe, Gerhard, 2021. "Apart we ride together: The motivations behind users of mixed-reality sports," Journal of Business Research, Elsevier, vol. 134(C), pages 316-328.
    8. Nicolas Scelles & Qi Peng & Maurizio Valenti, 2021. "Do the Peculiar Economics of Professional Team Sports Apply to Esports? Sequential Snowballing Literature Reviews and Implications," Economies, MDPI, vol. 9(1), pages 1-18, March.
    9. 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.

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