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Review

eSport management: Embracing eSport education and research opportunitiesFootnote

, &
Pages 7-13 | Received 12 May 2017, Accepted 13 Jul 2017, Published online: 23 Jul 2017
 

Highlights

eSport, organized video game competitions, is increasingly recognized as sport.

eSport’s structure, organization, and institutionalization qualify the activity as sport.

eSport represents a novel area for sport management research, education, and practice.

Expertise from sport management can inform emerging dilemmas facing eSport.

Organized eSport events and competitions should remain within sport management.

Abstract

Consumer demand for eSport and the growth of organized video game competitions has generated considerable attention from the sport, event, and entertainment industries. eSport therefore represents a novel and popular area for sport management academics to conduct research, educate students, and service industry. However, despite growth and acceptance by consumers and practitioners, academics debate eSport’s position within the domain of sport management, their debates largely concentrated around the question of whether eSport can be classified as sport. In this article, the authors argue for the inclusion of organized eSport events and competitions within sport management vis-à-vis eSport’s meeting certain defining criteria of sport in general. eSport’s connection to traditional sport and defining characteristics are addressed to support eSport’s role as a sport entertainment product recognized by industry as representing a substantial growth opportunity for sport and related organizations. As eSport continues to evolve, practitioners face managerial challenges that are similar to those in traditional sport, particularly in areas of governance and diversity. Sport management academics should embrace the potential of eSport in order to examine this evolution and provide guidance to industry through education and research.

Notes

This research was supported by the Sport Industry Research Center at Temple University.

1 Individual colleges and universities choose which activities to include in their athletic departments and sponsor as varsity sports. Formal recognition as a championship sport by the NCAA requires a minimum of 40 (women’s sports) or 50 (men’s sports) schools sponsoring the sport and successful completion of an application process leading to approved legislation (CitationNCAA, 2016). Currently, 34 schools sponsor varsity eSport programs, a number projected to grow to between 50 and 60 by next year; approximately 40% of varsity eSport teams are housed within university athletic departments, while others are organized by academic departments or student affairs (CitationSmith, 2017).

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