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Success in Esports: Does Country Matter?
Success in Esports: Does Country Matter?
Success in Esports: Does Country Matter?
Petr Parshakov
Marina Zavertiaeva
Abstract
participants and participation costs are low. Our goal is to test whether country
eSports. Our data set consists of the top 500 gamer prizes awarded in eSports
sports. Our results show that country effects for top tournaments are stronger.
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INTRODUCTION
Computer and video games are becoming more and more popular. The
of gamers and determines the profits for the industry. The variation of the
number of gamers between games and the winnings of gamers are high and
StarCraft II). Despite this growing popularity, few studies have analyzed
country success in traditional sports (Kuper and Sterken 2011; Vagenas and
Vlachokyriakou 2012) for countries that are well-known for a particular sport,
Intuitively, country differences may not be present in eSports due to its unique
features. That is, unlike traditional sports, the cost of participation in eSports is
low, location and climate conditions are irrelevant, and players’ physical
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whether country differences affect eSports’ development, and, if so, the
first step of our analysis, we examine the relation between the country of a
gamer’s origin and his or her performance in eSports. We take into account the
tradition of playing eSports following Pfau (2006), Kuper and Sterken (2011),
for the current results. In the next step, we deepen our analysis by examining
traditional sport. Few studies exist on eSports, probably because the industry
is young and few researchers have yet to examine it. However, this attitude is
and Jonasson and Thiborg (2010) discuss how eSports will develop and its
future impact on sports. Second, this study is the first research to examine the
attention to the features that distinguish it from traditional sports that may
next section describes our method, sample, and variables. The following
section reports and discusses the results of the two-stage empirical testing. The
research.
LITERATURE REVIEW
and climate conditions (Hoffmann, Ging, and Ramasamy 2002, Johnson and
Ali 2004, Roberts 2006, Condon, Golden, and Wasil 1999, Hoffmann, Ging,
and Ramasamy 2004, Andreff, Andreff, and Poupaux 2008, Forrest, Sanz, and
Tena 2010, Bernard and Busse 2004), culture (Hoffmann, Ging, and
Johnson and Ali 2000, Bernard and Busse 2004), heath level (Tcha and
Ramasamy 2004), and size of the team (Vagenas and Vlachokyriakou, 2012).
The other important factor that affects performance is tradition. Pfau (2006)
analyzes the 2006 Torino Winter Games and uses past performance as a proxy
of tradition. Kuper and Sterken (2011) conclude that tradition and geography
are primary factors affecting the medal-winning process. Thus, the literature
shows that country effects exist in traditional sports and can be explained by
eSports Definition
The term electronic Sports emerged in the late 1990s (Wagner, 2006). The
subscription to the Rolling Stone magazine (Hiltscher and Scholz 2015, 9).
eSports as “an area of sport activities in which people develop and train
definition does not take into account the key features of eSports. Alternatively,
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
young industry. Wagner (2006) and Adamus (2012) analyze the concept of
eSports and offer some suggestions for further empirical research. Jonasson
and Thiborg (2010) try to understand how eSports will develop and its future
impact on both eSports and traditional sports. Seo (2013) analyzes eSports
from a marketing perspective and finds that companies can use eSports for
advertising and promotion purposes. Coates and Parshakov (2015) analyze the
(2005) argues that digital gaming may increase people’s interest in traditional
sports. In general, the literature on eSports is very dispersed, with most papers
focusing on the definition of this phenomena and its future implications (Seo
2013; Seo and Jung 2014; Taylor and Witkowski 2010; Taylor 2012)
underline four characteristics that are most relevant for our research. First, the
investment costs in eSports are lower. Sports facilities for spectator gaming
are much cheaper than traditional team sports. Also, the investment in players
established to train players. Third, two types of tournaments are held for most
games: offline (LAN) and online. Top tournaments are held offline. Finally,
All of these features are important to our analysis. The first two features
imply that traditions and country characteristics do not matter for eSports
and offline tournaments separately and suppose that the prize money won is
METHODOLOGY
To test whether tradition and country characteristics matters for the eSports
β
k
k year_dummyk + βh game_dummyh ε ft
h
(1)
of dummy variable for each gamer to control for individual skill; year_dummy
controls for time effects; game_dummy controls for each game and country
dummy reflects country effect. We also estimate regressions with offline and
between top (offline) and ordinary (online) tournaments. We take the log of
the regression model (Eq. 1). Next, we interpret the country dummy variable
consider the determinants of the country effects. In this second step, variation
values, and motivations from World Values Survey; some indicators from the
dimensions.
DATA
eSports, we use the data on prizes that players win in tournaments. We obtain
this information from the results of the project ESports Earnings.1 This
tournaments in eSports, the nicknames of winners, and the sums won. ESports
dollars) for the period from 1999 to 2014. Thus, the collected data have an
unbalanced panel structure. We use the data only for the period from 2004 to
Table 1 contains the descriptive statistics on the income of the top 500
gamers. We report the data on total prize winnings and also distinguish
between online and offline prize winnings. The data indicate that the
distribution of prizes has a long right tail: The difference between the third
quantile and the maximum is huge. That is, several players win big prizes. The
median value of online prize winnings is zero, suggesting that a large number
1
ESports Earnings’ official website is http://esportsearnings.com/.
online and offline prize shows that, on average, players receive more income
Table 2 reports the 10 countries with the highest total income of gamers.
analyze more specific country characteristics. Table 3 show that the highest
are less than the in the classic version. We believe that strong game effects
should exist. Thus, we need to control for this effect during the empirical
estimations.
Hofstede’s cultural dimensions, the World Values Survey, and the Global
identify and develop six dimensions of national culture. The website2 used in
the current research to gather data contains the information about five metrics
dimensions are evaluated in the form of indexes with the minimum value of 1
2
http://www.clearlycultural.com/geert-hofstede-cultural-dimensions
to fulfil their own needs.” We posit that people who are not
successfully.
situations.
term oriented.
and institutions (such as the family) accept and expect that power
is distributed unequally.
methodology to estimate values and beliefs of people all over the world. Using
The report contains a wide variety of data. We focus on the following metrics:
very important part of their life. On the one hand, in countries with
3
http://www.worldvaluessurvey.org/WVSContents.jsp
very important. These people are probably not willing to spend all
eSports events.
that those who feel unhappy can escape to the alternate reality of
gaming.
the percentage of the population that feel they are in a very good
state of health. Our intuition is that the state of health and time
eSports.
about themselves and how they relate to the world. We use the
the grade. In more satisfied societies, people rarely escape from the
evaluate the percentage of people that are ready to fight for their
such as Counterstrike.
countries by the level of their performance. We use this report to control for
likely connected with the higher popularity of eSports and allows players to
train more efficiently. The bandwidth is measured in kb/s per user. We also
The majority of the variables do not have outliers. Only Internet bandwidth
4
http://www.weforum.org/
suggests that for the vast majority of people in the sample countries family is
still very important. Friends, on average, are two times less important than
family. Work is regarded as very important 1.5 times more often than leisure
time. Approximately 60% of people are ready to fight for their country.
Table 5 reports results of the regression analysis. All models include the
control variables: game dummies, year dummies, and each gamer’s dummy to
control for individual skills.5 All models are significant according to the F-test
with a quite high R2, probably due to the inclusion of gamer’s dummies. We
first look at our model for total prize. Next we concentrate on the differences
5
We do not report results for the gamers dummy in the Table 5; the results are available upon
request.
Five games (29%) have significant effects for the total prize model.
Most of the top games’ dummies are not significant, probably due to the
inclusion of the gamer’s dummy. Most of the year dummies are significant.
Significant dummies occur for the country effects. Because we use the log of
the prize as a dependent variable, the coefficients reflect the percentage. The
gamers earn about 2.6 less than the baseline category. Conversely, Japanese
omitted categories for gamers, games, years, and countries, the results are best
interpreted relative to the differences for different countries, not the sign of the
coefficient.
Despite the results for Vietnam and Japan, many countries do not have
significant effects. For that reason, we use a joint hypothesis test to answer our
research question. Table 6 shows the results. We provide the results for the
joint test of all counties coefficient significance as well as for different parts of
the world. We test European countries, Asian countries, and the Americas
eSports. According to the joint hypothesis test results, the countries effects are
significant for the all countries and for each part of the world. That is, certain
short history, low cost of participation, and the fact that, unlike traditional
performance.
Note: The first row denotes the hypothesis. “All countries” mean that we
are testing joint hypothesis that coefficients for all countries in our sample are
equal to zero, “total prize” means that we are testing hypothesis for the
regression equation with log of total prize as dependent variable.
A comparison of the results for the offline (top) and online (low)
tournaments provides interesting findings. The results for the year and game
dummies looks similar, but some countries present opposite results. For
negative (positive). According to joint hypothesis test (Table 6), both offline
and online tournaments have significant countries effects. Still, European and
the Americas do not have significant effects for online tournaments. Thus,
country effects for top tournaments are stronger, a finding that is similar to
traditional sports: The higher the level of the competition is, the more
better performance of some countries in eSports. For this purpose, we use the
Table 7 contains the results for the correlation analysis. Here we do not
divide tournaments into offline and online and report the results for the total
prize. Because the number of observation is low and the unit of observation is
health and education are positively significant indicators. This finding means
that successful gamers live in the counties in which high quality education and
health care are available. In these countries the distribution of roles between
citizens is unimportant. The same is true for the importance of hard work.
Conclusion
and Ali 2004; Roberts 2006; Forrest, Sanz, and Tena 2010). In line with Kuper
and Sterken (2011) for traditional sports, we find that tradition affects
performance in eSports. Our results also show that county effects for top
tournaments are stronger than for low tournaments, which is also similar to the
traditional sports.
find that social and demographic variables are significant. On the other hand,
Bernard and Busse 2004). We also find that some games show significant
effects on the money won. The list of games with the highest income is not the
with the highest incomes are Counter-Strike, Dota 2, and League of Legends.
The results of this study are useful for game producers to promote their
effective game promotion. In addition, our results show that in some countries
gamers are making money from eSports tournaments, which may be important
Our findings are subject to at least three limitations. First, no data exist
on the individual characteristics of gamers. Second, we study only the top 500
gamers each year, and the results may be different for less successful gamers.
Third, we lack data on each gamer’s experience and their team, which may be
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