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Definitions of Esports: A Systematic Review and Thematic Analysis

Published: 31 October 2022 Publication History

Abstract

The esports market has been growing exponentially has been growing exponentially with much interest from industry and academia. Perhaps because of this growth, there is a lack of agreement on what esports actually encompasses. We conducted a systematic review of 461 peer reviewed, full papers that provide a definition of esports. Findings highlighted the growth of the esports field across different domains, and increasing global interest in esports, but a lack of consensus regarding definition of the term. Through thematic analysis we identified nine dimensions across esports definitions. We critically assess these dimensions in terms of their representativeness and utility in describing the multifaceted nature of esports. Our work may help create a shared understanding of what esports is- and is not-capturing a diversity of experiences within organized competitive gaming and supporting continued research growth in this increasingly important domain.

Supplementary Material

ZIP File (v6chip227aux.zip)
The zip contains both the source (MS Word) and final (pdf) versions of the Appendices. ' Appendix 1 is "Original dimensions from the thematic analysis". Appendix 2 is "Final dimensions from the thematic analysis" Appendix 3 is "Supplementary table: Included paper details" Appendix 4 is "Supplementary table: list of databases searched via EBSCOhost and ProQuest" Appendix 5 is "Supplementary table: database search strategies"

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cover image Proceedings of the ACM on Human-Computer Interaction
Proceedings of the ACM on Human-Computer Interaction  Volume 6, Issue CHI PLAY
CHI PLAY
October 2022
986 pages
EISSN:2573-0142
DOI:10.1145/3570219
Issue’s Table of Contents
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 31 October 2022
Published in PACMHCI Volume 6, Issue CHI PLAY

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  1. competitive gaming
  2. definition
  3. digital games
  4. esports
  5. systematic review
  6. thematic analysis
  7. video games

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