Article 5 Summary Sheet Tradiotional Sports

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SUMMARY SHEET: READING ARTICLES (write in your own words)

TITLE OF THE ARTICLE/CHAPTER


Traditional sports organizations’ expansion to eSports
TOPIC AND RELEVANCE

This study investigates the recent interest of sports organizations to join the eSports industry aiming
to provide an understanding on why and how they expand. A thorough research on the reasons and
the methods from the already existing sports organizations in eSports is presented in this thesis. In
addition, despite remarkable growth in the recent decade, there is a significant knowledge gap on the
eSports industry. This thesis aims to fill said gap by providing a complete industry overview with the
goal to incentivize and facilitate further research on eSports.

PROBLEM AND/OR QUESTION


• RQ1: Why do traditional sports expand to eSports?
• RQ2: How do traditional sports expand to eSports?
• RQ3: How does the future of eSports look like?

PREVIOUS LITERATURE
This study investigates the recent interest of sports organizations to join the eSports industry aiming
to provide an understanding on why and how they expand. A thorough research on the reasons and
the methods from the already existing sports organizations in eSports is presented in this thesis. In
addition, despite remarkable growth in the recent decade, there is a significant knowledge gap on the
eSports industry. This thesis aims to fill said gap by providing a complete industry overview with the
goal to incentivize and facilitate further research on eSports.

METHOD (HOW & WHO)


In this research, the term eSports will be used since according to Scholz (2019) is the term that
appears more in academic research. In addition, it is important to understand that eSports acts as an
umbrella term that groups many actors and consists of any videogame that can be played
competitively (Scholz, 2019, p.3). ESports’ term acts similarly to the term sport, but instead of
grouping different sports practices, eSports gathers different game titles. These game titles can be
categorized into different types of genres of videogames, for example, sports simulations, multiplayer
online battle arenas (MOBAs), battle royals, or shooters.

DATA & ANALYSIS (RESULTS)


Having a well-done and relevant analysis is important, however, doing so with quality is key for the
success of a research. Quality, according to Wallendorf & Belk (1989) can be defined as the reliability,
validity, and trustworthiness of a study. Assessing the quality must be something done in every study
and constant throughout the research. To measure and ensure that the research is done with quality,
is important to know how to assess it and what to do to guarantee the trustworthiness, reliability, and
validity of the study. There are different assess the quality, according to the view of the researcher.

DISCUSSION & CONCLUSION

This thesis has provided an overview of the eSports industry, its structure, and its potential. In
addition, it has provided guidelines for sensemaking on the strategical decision of sports organizations
expanding to eSports. However, eSports is a novel topic which offers many opportunities for further
research. Hence, this sub-chapter will contribute to incentivising the study of the field with the
following recommendations.

CRITICAL NOTE/FOLLOW UP

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