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Esports, video gaming and their fuzziness: a conceptualization and categorization

Max de Zoeten (Institute of Sports Science, Johannes Gutenberg-Universität Mainz, Mainz, Germany) (Faculty of Movement and Rehabilitation Sciences, KU Leuven, Leuven, Belgium)
Thomas Könecke (Faculty of Movement and Rehabilitation Sciences, KU Leuven, Leuven, Belgium)

Sport, Business and Management

ISSN: 2042-678X

Article publication date: 23 October 2023

Issue publication date: 2 January 2024

235

Abstract

Purpose

The social and economic importance esports has gained over the past decades has led to a quickly evolving academic interest in the topic. Yet, current perspectives on esports frequently are not precise enough, too context-specific and/or focus on the question whether esports is sports or not. This means that no precise structural concept has been provided thus far. Such a conceptualization as well as a categorization of esports and related types of video gaming are provided in this paper.

Design/methodology/approach

This paper is based on a narrative review considering academic literature from 2000 to 2021 and publications of relevant esports organizations. The review is conceptually extended by structural parallels to traditional sports.

Findings

The central outcome of this research is conceptualizing esports as a victory-driven, organized performance comparison of exclusively human players playing video games in a competitive setting. This comparison is based solely on the performance achieved during a defined time frame according to fixed rules with comparably equal team (starting) conditions. This conceptualization is embedded in a general categorization of video gaming based on structural similarities with and differences to esports. Moreover, characteristics that were rejected in regards to the conceptualization and the categorization are discussed.

Originality/value

This paper provides a comprehensive categorization of esports and other types of video gaming based on structural similarities and differences. It is thus of high relevance for academia and sport management practice alike and can further the development in both fields.

Keywords

Acknowledgements

Since acceptance of this article, the following author(s) have updated their affiliation: “Max de Zoeten” is at the “Hochschule für angewandtes Management, Ismaning, Germany”.

Citation

de Zoeten, M. and Könecke, T. (2024), "Esports, video gaming and their fuzziness: a conceptualization and categorization", Sport, Business and Management, Vol. 14 No. 1, pp. 99-116. https://doi.org/10.1108/SBM-10-2022-0097

Publisher

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Emerald Publishing Limited

Copyright © 2023, Emerald Publishing Limited

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