eSports evolution in football game series

K Zagała, A Strzelecki - Physical Culture and Sport. Studies and …, 2019 - sciendo.com
K Zagała, A Strzelecki
Physical Culture and Sport. Studies and Research, 2019sciendo.com
Introduction eSports, also known as electronic sport, is a form of competition between
players in video games (Hamari & Keronen, 2017). The definition characterizes eSports as a
form of competition (both professional and amateur) in video games, most often coordinated
by special leagues, lists and tables, and tournaments in which players play in teams (or
individually) or other organizations sponsored by specific business entities (Hamari &
Sjöblom, 2017). eSports is one of the fastest growing industries and attracts more and more …
Abstract
Introduction eSports, also known as electronic sport, is a form of competition between players in video games (Hamari & Keronen, 2017). The definition characterizes eSports as a form of competition (both professional and amateur) in video games, most often coordinated by special leagues, lists and tables, and tournaments in which players play in teams (or individually) or other organizations sponsored by specific business entities (Hamari & Sjöblom, 2017). eSports is one of the fastest growing industries and attracts more and more visitors every year, both players and organizations that see it as a potential for their own growth (Adamus, 2012). The development of the whole gaming industry may be confirmed by the number of players. While in 1995 there were 100 million players, in 2018 we are talking about 2.36 billion players (Newzoo, 2018b). In 2014, there were 390 million eSports spectators (Newzoo, 2018a), 215 million of whom were not playing, but only watching.
Sport used to be practiced and watched only live. Over time, it started to be broadcast by the radio or television. The development of sport on the Internet has led to the emergence of eSports and professionalization of virtual sports competitions. For some gamers playing computer games has turned into competition and later into the professionalization of the game. This paper explores the topic of electronic sports and virtual competition. It discusses eSports and the accompanying behaviors and practices. Authors delivered taxonomy of video game types, game modes and current phenomenon of both online and land-based tournaments as well eSports leagues. The paper also illustrates how gamers are preparing themselves for tournaments and a crucial role of gamers’ motivation. Authors present the FIFA football games series and its eSports application. The adopted research method allowed to obtain answers from n= 452 gamers. Results show that 60% of gamers have been spending more than 7 hours a week playing games. More than half of gamers have been playing for more than ten years. Most players play in games because it is considered as a hobby. Most of the gamers consider eSports as a sport. Most of the players are also spectators, who had watched in streaming at least one eSports tournament We find that FIFA game series has an extensive eSports platform and filled the gap by exploring it. Gamers usually play 40 games each weekend in FIFA eSports league but casual eSports gamers and spectators rarely take part in land-based tournaments.
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