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eSports – Competitive sports or recreational activity?

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  • Kirstin Hallmann
  • Thomas Giel

Abstract

•Reflecting whether eSports can be considered as a sport.•eSports lack core physical activity elements and organisational structures.•Some acknowledged sports also lack physical activity elements.•There is a lot of potential for marketers within the eSports business.•Staging experiences might be in particular useful for marketers.eSports is growing around the globe, with more and more individuals are engaged as players or spectators. In this paper, the authors reflect on whether eSports can be considered as sport based on evaluating five characteristics of sport and assessing them for eSports. Currently, eSports are not a sport but there is the potential that eSports will become a sport. Different opportunities how marketers and managers can attend to eSports are outlined.

Suggested Citation

  • Kirstin Hallmann & Thomas Giel, 2018. "eSports – Competitive sports or recreational activity?," Sport Management Review, Taylor & Francis Journals, vol. 21(1), pages 14-20, January.
  • Handle: RePEc:taf:rsmrxx:v:21:y:2018:i:1:p:14-20
    DOI: 10.1016/j.smr.2017.07.011
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    Citations

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    Cited by:

    1. Sergio Machado & Bruno Travassos & Diogo S. Teixeira & Filipe Rodrigues & Luis Cid & Diogo Monteiro, 2021. "Could tDCS Be a Potential Performance-Enhancing Tool for Acute Neurocognitive Modulation in eSports? A Perspective Review," IJERPH, MDPI, vol. 18(7), pages 1-9, April.
    2. Taeyeon Oh & Seomgyun Lee & Hayley Jang, 2023. "Outcome Uncertainty and ESports Viewership: The Case of Overwatch League," Journal of Sports Economics, , vol. 24(8), pages 971-992, December.
    3. Hergueux, Jerome & Smagghue, Gabriel, 2023. "The dominance of skill in online poker," International Review of Law and Economics, Elsevier, vol. 74(C).
    4. Giachino, Chiara & Nirino, Niccolò & Leonidou, Erasmia & Glyptis, Loukas, 2023. "eSport in the digital era: Exploring the moderating role of perceived usefulness on financial behavioural aspects within reward-crowdfunding," Journal of Business Research, Elsevier, vol. 155(PB).
    5. Hollebeek, Linda D. & Abbasi, Amir Zaib & Schultz, Carsten D. & Ting, Ding Hooi & Sigurdsson, Valdimar, 2022. "Hedonic consumption experience in videogaming: A multidimensional perspective," Journal of Retailing and Consumer Services, Elsevier, vol. 65(C).
    6. Michael R. Ward & Alexander D. Harmon, 2019. "ESport Superstars," Journal of Sports Economics, , vol. 20(8), pages 987-1013, December.
    7. E. Mitchell Church & Ravi Thambusamy, 2022. "Game-swinging on Twitch: an affordances perspective," Electronic Markets, Springer;IIM University of St. Gallen, vol. 32(3), pages 1677-1689, September.
    8. Weisheng Chiu & Thomas Chun Man Fan & Sang-Back Nam & Ping-Hung Sun, 2021. "Knowledge Mapping and Sustainable Development of eSports Research: A Bibliometric and Visualized Analysis," Sustainability, MDPI, vol. 13(18), pages 1-17, September.
    9. Frano Giakoni-Ramírez & Eugenio Merellano-Navarro & Daniel Duclos-Bastías, 2022. "Professional Esports Players: Motivation and Physical Activity Levels," IJERPH, MDPI, vol. 19(4), pages 1-13, February.
    10. Haozhou Pu & Jeeyoon Kim & Corinne Daprano, 2021. "Can Esports Substitute Traditional Sports? The Convergence of Sports and Video Gaming during the Pandemic and Beyond," Societies, MDPI, vol. 11(4), pages 1-18, October.

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