Professional Documents
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10 1108 - SBM 10 2022 0097
10 1108 - SBM 10 2022 0097
10 1108 - SBM 10 2022 0097
https://www.emerald.com/insight/2042-678X.htm
and categorization
Max de Zoeten 99
Institute of Sports Science, Johannes Gutenberg-Universit€at Mainz,
Mainz, Germany and Received 23 October 2022
Revised 13 July 2023
Faculty of Movement and Rehabilitation Sciences, KU Leuven, Leuven, Belgium, and Accepted 31 August 2023
Thomas K€onecke
Faculty of Movement and Rehabilitation Sciences, KU Leuven, Leuven, Belgium
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 e-sports, Video games, Definition, Taxonomy
Paper type Conceptual paper
Introduction
The societal and economic importance of esports has risen drastically in recent years. In 2021,
the industry generated marketing revenues exceeding one billion US dollars (Newzoo, 2022,
p. 34), new financial and spectator records are regularly registered and big new sponsorship
deals are reported almost on a daily basis (Mariot and Nufer, 2020, pp. 5–6). Price pools rise fast
and have reached those of renowned international events in professional sports. In 2021, for
example, the highest price pool for a single esports event was over $40m for The International
2021 (an event for Dota 2). Different esports leagues awarded price pools worth over $10m
(Esports earnings, n.d.a, b). Moreover, popular esports events have become mass events in
terms of viewer ratings (Llorens, 2017, p. 464) and can sell out large sports stadiums like the
Madison Square Garden (Rapaport, 2017). However, on-site viewer figures are small compared
to those that are generated over the Internet: The 2018 League of Legends championship, for
instance, had more than twice as many total viewers as the NFL Super Bowl in the same year
Sport, Business and Management:
An International Journal
Vol. 14 No. 1, 2024
pp. 99-116
Since acceptance of this article, the following author(s) have updated their affiliation: “Max de Zoeten” is © Emerald Publishing Limited
2042-678X
at the “Hochschule f€ur angewandtes Management, Ismaning, Germany”. DOI 10.1108/SBM-10-2022-0097
SBM (205 vs 92,2 million) (Mariot and Nufer, 2020, pp. 5–6). And Newzoo (2022, p. 31) reports 489
14,1 million viewers of esports events in 2021. Not surprisingly, some consider esports the most
rapidly growing form of media worldwide (Hamari and Sj€oblom, 2017, p. 211), and video
gaming has become a profession for thousands of people (Banyai et al., 2019, p. 352).
The drastic rise of esports’ significance over the past decades (Thorhauer et al., 2018, p. 105)
also mirrors in academia as the number of related publications has consistently grown. Lokhman
et al. (2018, p. 208), for instance, note an increase in publications of over 300% from 2014–15 to
100 2016–17. However, despite the examination of esports in a multitude of scientific fields (Reitman
et al., 2020, p. 32), it is still unclear what the term esports actually refers to. Despite “an astounding
number of esports definitions [. . .], all of them are stipulative” (McCutcheon et al., 2018, p. 534).
And even though “‘competitive gaming’ [1] is a widely accepted description of esports” (Reitman
et al., 2020, p. 40), other common explanations take the form of “electronic sports” (Olshefski,
2015, p. 77), or “organized video game competitions” (Pizzo et al., 2017, p. 1). The only consensus
seems to be the use of video games as a medium, which is not precise enough (McCutcheon et al.,
2018, p. 535). Moreover, the lacking precision in meaning is accompanied by a variety of terms
relating to the concept (Bertschy et al., 2020, p. 47). This situation profoundly inhibits the further
development of academic esports research (Cranmer et al., 2020, p. 1).
One reason for this “fuzziness” could be that different publications have often focused on
defining esports through sports. This was typical for early publications after the expression was
first documented in 1999 (Wagner, 2006, p. 437). Esports was described as “alternative sport
realities” (Hemphill, 2005, p. 199) or “an area of sport activities” (Wagner, 2006, S. 439). While
some later definitions still uphold this concept (e.g. Hamari and Sj€oblom, 2017, p. 211), more and
more publications on esports refer to a competition without explicit reference to the term sports
(e.g. Pizzo et al., 2017, p. 1). Nowadays, some authors even extent their understanding of esports
to all kinds of video gaming including some ranking mechanics (e.g. Ahn et al., 2020).
But the tendency to explain esports through sports is obviously problematic as sports
does not have a generally accepted definition either (Holzke, 2001, p. 81). Due to this, different
aspects of sports will be considered in esports definitions, depending on the authors’
intention(s) (Adamus, 2015, p. 16). This holds true not only for academia but also for
organizational practice. Here, the question whether esports is a sport or not is frequently
oriented toward financial or political ends. In Europe, a reason for this can be that public
subsidies and tax exemptions are often granted to activities that are recognized as sports.
Moreover, the question is relevant from a legal standpoint, as can be seen in the discussion
regarding sports scholarships for esports players at American universities (Walton et al.,
2020, p. 94). It could also have implications for governance and management, for instance
when looking at performance-enhancement (Schubert et al., 2022), or for marketing and brand
management, which is evolving as a research field (e.g. de Zoeten and K€onecke, 2023). Finally,
such a recognition is a token of public acceptance that can be considered a value per se.
The aforementioned considerations show that in both academia and organizational
practice, the following seems to be true: “In the end, the demarcation of esports as a sport is
likely to depend on the conceptualization used and the specific context” (Cunningham et al.,
2018, p. 5). Against this backdrop, it does not surprise that the discussion is still ongoing (e.g.
Cunningham et al., 2018; Hallmann and Giel, 2018; Jenny et al., 2017; Kane and Spradley, 2017;
McCutcheon et al., 2018; Parry, 2019; Sauer, 2019; Thiel and John, 2019; Thorhauer et al., 2018),
even though the majority of publications seems to support the notion of esports being a form
of sport (Garcıa and Murillo, 2020, p. 170; Lokhman et al., 2018, p. 208).
But particularly in an academic sport management context, the question whether esports is
rightfully considered sports or not is actually not relevant. This is so because “eSport is
progressively featured in the sporting landscape and [. . .] presents the Sport Management
academy with a series of problems and questions that, while not certainly of a sporting nature,
have direct relevance for the management of sport in the future” (Cunningham et al., 2018, p. 5;
see also Hallmann and Giel, 2018). Vice versa, “[t]he eSport industry faces dilemmas that can be Esports, video
addressed by sport management scholars, educators, and practitioners, thus establishing a gaming and
strong fit between eSport and the sport management discipline” (Funk et al., 2018, pp. 9–10).
Hence, esports is a very relevant topic for sport management scholars and practitioners.
their fuzziness
This is why the aim of this paper is to use a narrative review supplemented by conceptual
work to develop a conceptualization of esports and a categorization of esports and related
types of video gaming. The method will be described in the next section, where it will also
become clear that the conceptual work primarily draws from the fact that there is a basic 101
structural relation between sports and esports that influences the understanding of the latter
regardless of the question whether esports is sports or not (Heere, 2018, pp. 21–24).
Accordingly, this question is not considered, but esports will rather be discussed on the basis
of technical or structural criteria (e.g. human players, competitive aspect). Thereafter, the
categorization of esports and related types of video gaming will be presented, followed by a
consideration of elements that have been deemed irrelevant in structural terms. This
enhances the transparency of the research and enables readers to perceive the findings of this
paper in a more informed way. The second to last section of this paper includes a discussion
and implications. The paper closes with the conclusion.
Method
Selection of the method
The conceptualization of esports and other types of video gaming described in this paper is
based on a narrative review of academic literature and publications by esports organizations.
This review is supplemented with conceptual work considering specific aspects of traditional
sports as a related form of competitive activity. This decision was made after extensive
discussions within the research team because – as has been explained in the introduction –
this paper accepts basic structural similarities of sport and esports as given (Heere, 2018,
pp. 21–24), but does not focus on the question whether esports is sports or not. Consequently,
it was expected that addressing some of these similarities should profoundly enrich the
outcome of the narrative review. The specific steps that were taken in this “extended”
narrative review were the following:
(1) First, a narrative review was conducted regarding the question which central
structural elements of esports could be identified in academic literature and sources
from organizational practice.
(2) Moreover, specific elements of traditional sports were considered and discussed
regarding their relevance for structurally conceptualizing esports. This was done in
extensive discussions of the research team regardless of the fact whether these
elements were explicitly mentioned in the publications included in the review or not.
Narrative reviews
Narrative reviews “are comprehensive narrative syntheses of previously published
information” (Green et al., 2006, p. 103) that are not based on strict and narrow inclusion
and exclusion criteria (Montori et al., 2003, p. 43). Accordingly, they differ from the better
known systematic reviews which are characterized by a fixed review protocol, systematic
search strategy and standardized data extraction (Peters et al., 2020; K€onecke et al., 2016).
However, systematic reviews are designed to answer clearly defined and rather narrow
research questions on the basis of a rather limited number of high-quality studies (Arksey
and O’Malley, 2005). This means that studies that do not specifically address this research
question are excluded from further analysis.
SBM In contrast to more inflexible review types, it is common for narrative reviews that the
14,1 publication search has an exploratory nature in the beginning that becomes more and more
focused as the knowledge on the topic grows over time. This prevents a narrow initial focus
which would make it very likely that relevant literature is overlooked (Greenhalgh et al., 2005,
p. 421). The differentiation between the different phases of the review is also very flexible as
“procedures will be less formal and the reviewers will move back and forth among the search,
analysis, synthesis, and interpretation phases” (Tod, 2019, p. 118). Accordingly, the method is
102 very flexible and allows for extensions, for instance with conceptual work, as it has been the
case in this research. Due to these strengths, narrative reviews “are helpful in presenting a
broad perspective on a topic” (Green et al., 2006, p. 103). This is why they “constitute an
important component in the literature base” (Green et al., 2006, p. 104) and why such a
narrative review was selected as a basis for this paper.
Conceptualization of esports
Exclusive use of video games
The International Esports Federation has member associations from 74 countries (International
Esports Federation, n.d.a), making it a relevant actor in the field. It defines esports as “a
competitive sport where gamers use their physical and mental abilities to compete in various
games in a virtual, electronic environment” (International Esports Federation, n.d.a). According
to their declared goals – the recognition of esports as sport – they also incorporate the term
“sport” in their definition (International Esports Federation, n.d.b), which has already been Esports, video
identified as problematic earlier on. Their definitory approach, however, integrates the virtual gaming and
space as the one and only location of the competition. This means that esports are to be
performed by exclusively playing video games (also see Fritz, 2014, pp. 403–404; Fromme, 2008,
their fuzziness
p. 169), and esports “always [is] a virtual game, because we do not manipulate the game
elements in the real world” (Esposito, 2005, p. 4). Any measure of performance not solely
incorporating video gaming, like, for example, running an obstacle course directly followed by
the piloting of a virtual car in a racing simulation, cannot be considered esports. 103
Figure 1.
Different forms of
video gaming
examples for such a ranking system could be the game internal rating system in League of Esports, video
Legends or Starcraft 2, which both use a form of Elo system borrowed from chess. gaming and
Yet another step away from esports would be taken if the mandatory requirement of equal
conditions was dropped. One example is the elimination of the use of the same RNG. This is
their fuzziness
only possible in non-PvP gaming. As discussed before, gaming with different RNGs implies
that the basic requirement of a generally equal level of difficulty and other aspects of a fair
competition are violated. Nevertheless, this type of video gaming may be played
competitively and with rather equal conditions. However, the game could pose tasks to the 107
players that are of very different levels of difficulty. This is why we suggest a denomination
as “false competitive gaming” in Figure 1. An example would be playing Tetris (without
additional programming) when different players were given different building blocks in a
different sequence. Hence, they would play the same game, but not under the same conditions.
The same denomination should be given to other video game-based competitions with
unequal (starting) conditions – like a differing number of members of a team – because a fair
performance comparison could not generally be assumed.
Regarding the classifications that have been described so far, it has to be outlined that a
specific video game may fall under each of the categories, depending on which criteria it meets
in the setting under scrutiny. The same is true for the type of play. Speedrunning (trying to
finish a given (portion of a) game as fast as possible), for example, may or may not have equal
conditions for all participating teams in a non-organized setting. For instance, the amount of
tries might be set to a specific number or one might have unlimited tries (which would make it
either false competitive gaming or competitive non-PvP gaming in Figure 1 [9]). Speedrunning
can also be played in an organized setting with equal conditions (which would make it esports).
This means that to determine which category is applicable, not only the specific video game or
type of competition has to be looked at, but also the specific setup in which it is played.
The next structural step away from esports is the absence of a competition that exceeds the
single match. This does not necessarily mean that performance is not compared at all or one
player/team might not win a match, but this victory would have no relevance in a broader sense
(a tournament, championship or league). It does not raise the winner’s rank nor qualify him/her for
another event or round. Here, the participants in the game exclusively play for fun, to kill some
time or for social reasons (Breuer, 2011, p. 6), but not to succeed in an overarching competition.
Hence, the category is – as in previous literature – referred to as “casual gaming” in Figure 1.
So far, we have only observed games that are exclusively conducted digitally. Another
step away from the core concept of esports, the category of integrative activities is also
included in Figure 1. Here, (elements of) video gaming (which could also be augmented reality)
are combined with non-video game-based activities (for instance, traditional games like
Monopoly, catch or even traditional sports), much like, for example, biathlon combines skiing
and shooting. Like video games, these types of games can be considered forms of play after
Guttmann (2004, p. 9) and are the last category considered in Figure 1.
Additionally, we would like to specifically address the topic of exergames (video games
controlled by physical input often meant to serve as a physical workout). First of all, if the digital
component does not present any form of interactivity – which “is central to all videogames and is
referenced in every discussion on the nature of the medium” (Bergonse, 2017, p. 249) – no video
game usage takes place. Therefore, it would fall into neither of the presented categorizations of
video game usage from Figure 1. This would be the case if, for example, the player could only start,
stop, go faster or slower by cycling faster or slower on a cycling machine without any relevance of
the virtual space. Here, the digital element would only provide scenery and essentially be a movie.
If the element of interactivity were present – for example, by making some type of ground only
traversable with a specific speed – the activity could be included into the presented framework.
On the other hand, using a video game and some other measure of performance outside the
video game would fall into the category of integrative activities. An example would be the use
SBM of augmented reality when a “player” would cycle outside and the video game would award
14,1 points for collecting coins and for every kilometer cycled. Additionally and similar to other
video games using a more traditional input (e.g. a controller), an exergame may fall into any of
the remaining categories, including esports. An example could be virtual taekwondo, if the
right framework is given.
Spectatorship
Another element that has not been considered to be of structural relevance is that of
spectatorship. Some authors see esports as “high-level play and spectating of digital games”
(Hamilton et al., 2012, p. 310) or “[i]nteractive [s]pectatorship” (Freeman and Wohn, 2017, p. 1603).
While some forms of competitive gaming do generate high viewer counts and can be arranged to
have interactive elements such as a live chat or polls (e.g. about the MVP or who the viewers
favor to win), this cannot be considered relevant for the concept as such. Esports may as well
take place without external viewers. Like in traditional sports, competitions can be held with only
some or no spectators at all. In many traditional sports that are not popular spectator sports, this
is rather the norm than an exception even at the highest level. Moreover, aspects regarding
spectatorship frequently accompany the professionalization of leisure activities, but do not
constitute a structural element of the activity as such. Therefore, esports – just as sports – does
not require any audience (Guttmann, 2004, p. 12).
Human-computer interfaces
Hamari and Sj€oblom (2017, p. 211) integrate the human-computer interface mediation as an
aspect in their definition as they consider esports 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”. While technically
correct, playing a video game already implies the use of such interfaces – it cannot occur without
them. Hence, this aspect was not considered an explicit but rather an implicit part of the concept.
It also has to be pointed out that the authors even go much further in their definition by
stating that “the primary aspects of the sport are facilitated by electronic systems” (Hamari
and Sj€oblom, 2017, p. 211). This means that several traditional sports could also be considered Esports, video
esports, as many of them rely on electronic systems for measuring performance or even for gaming and
core aspects of the sporting competition. An example for the latter are pentathlon events
where laser shooting requiring electronic systems has become the norm. The same is true for
their fuzziness
fencing, where electronic systems measure whether somebody has been hit in the right body
part(s) or not. Furthermore, all “new” combinations of traditional sports and video gaming
would probably fall under this definition like an equivalent of chess boxing including any
traditional sport and video games. In conclusion, this specification is too far-reaching. 109
Online component
Southern states that “[e]lectronic sports, or eSports, are competitive events that involve the
use of computers and online video games to compare the skills and intelligence of the people
who play” (Southern, 2017, p. 65). Like Jenny et al. (2017, p. 4), he mentions the aspect of
“online video games”. However, a generally mandatory online component has to be discarded
as irrelevant for the concept. While it is true that the online component can be important
regarding “growth and viewership” (Jenny et al., 2017, p. 4), it depicts as little a necessity to the
core of esports itself as television does to the core of traditional sports. And even if we
understand the “online” component following Sauer’s (2019, p. 15) view on esports (he states
that electronic competitions are independent of one’s actual location), it should still be
discarded because one might participate over a long distance or sit next to the opponent(s) or
teammate(s). It will usually make no difference if no technical difficulties arise.
Conclusion
In the introduction, it has been outlined that the drastic rise of esports’ significance over the past
decades (Thorhauer et al., 2018, p. 105) has led to a considerable increase in academic interest in
recent years. Yet, a major shortcoming of past academic discussions is the lack of a general
structural conceptualization and a precise differentiation of esports from other types of video
gaming. In the past, many definitions in science and organizational practice have rather
revolved around the question whether esports is a sport or not. But regardless of whether a
sport or not, esports is an important topic for sport management and many other disciplines.
Accordingly, a general structural discussion of the concept was called for to contribute to a
“firm foundation for building research questions or hypotheses, designing methods, analyzing
data, or drawing conclusions” (Cunningham et al., 2018, p. 4). Consequently, this paper describes
the outcome of a narrative review of academic literature and sources from organizational
practice that was supplemented by conceptual work based on structural similarities between
esports and traditional sports. Using this method, a conceptualization has been suggested that
is based on structural elements (only human players, competition, equal conditions,
organization, direct vs indirect). In a next step, the perspective was broadened by showing
parallels and differences between esports and other types of video gaming (Figure 1 provides an
overview of this categorization). Finally, reasons for excluding specific elements from the
conceptualization and the categorization have been discussed.
As became clear, there are also elements that are implicitly included in the concept, such as
the comparison of a performance that is achieved exclusively in the digital space (video games)
or the irrelevance of the specific physical distance between the competitors. Also, a “team” may
consist of only one player, and fulfilling “comparably equal (starting) conditions” usually
implies equally sized teams. Additionally, it should be pointed out again that esports may take
place in a direct (PvP-setting) or an indirect (non-PvP-setting) competition, the latter by
SBM comparison of some metric like points or time needed. Furthermore, the structural elements that
14,1 have been outlined are applicable to both, professional and non-professional esports.
To close, it can be stated that esports is developing rapidly, and it can be expected that this
will not change for a long time. Thus, the final remark of this paper relates to the integration
of future developments into the categorization summarized in Figure 1. We do expect that this
categorization and/or the different categories that have been presented will be developed and
most likely also differentiated further in the future. It is our explicit intention that the
112 categorization is perceived as being open for such developments and extensions, which is
why we would like to explicitly motivate further conceptual and empirical research on the
topic to further specify and develop our suggestions.
Notes
1. “Gaming” in this context literally means playing video games.
2. When used in this paper, texts written in a language other than English were translated into English
by the authors.
3. It should be mentioned that a whole section of video games is played based on all time (high) scores
which neither are started simultaneously nor played in one defined timeframe. The so-called
speedruns (based on the metric time) are the largest section thereof (Borowy, 2012, p. 71).
4. While, for example, the mere existence of a skill tree or stats changing character levels may not
violate the aspect of equal conditions in esports, an uneven amount of available skill points or
different character levels at the start of the match will.
5. Balanced in the world of gaming does not necessarily mean having completely equal options, but
existing differences cannot lead to a general advantage for only one player or only part of the
players in the game.
6. Minions in MOBAs are non-player figures – either ally or foe – that automatically appear in fixed
places and fixed time intervals and who more or less move from place a to place b and attack
everything that is not on their team on the way there.
7. This aspect may not be true if we are dealing with a “pure” artificial intelligence instead of a
program. However, this would be a discussion for another paper.
8. At this point we ignore the possibility of non-player or zero-player games (games between only AI)
in our conceptualization. Theoretically, if only AIs play against each other, equal conditions could
be present, and it could be understood as esports. Yet, again, this is a discussion for another paper.
9. It should be pointed out again, that all-time high score lists have indeed some form of organization –
at least the verification of submitted video material and the keeping of the score list – but the term of
organization used here refers to the actual play being conducted in an organized setting (e.g. with a
time frame or a specific number of tries).
10. Virtual advertising in general is the implementation of virtual objects (brands, logos, slogans, etc.) over
a video track (Choi et al., 2016, p. 2). Virtual in-match advertising refers to virtual advertising during
the (esports-) match with a fixed position on the screen as part of the viewer interface/overlay, while
virtual off-match advertising refers to virtual advertising done outside the actual match, for example,
in breaks between or before the start of the match (de Zoeten and K€onecke, 2020, pp. 131–132).
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Corresponding author
Max de Zoeten can be contacted at: maxdezoeten@immo-intelligence.com
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