The document discusses 5 research papers on esports:
1. Examines esports' potential to positively influence other areas and proposes studying training effects of competitive gaming.
2. Defines esports, differences from sports, and why people watch esports.
3. Argues competitive gaming meets the definition of a sport and should be recognized as such, including by the NCAA.
4. Discusses need to regulate esports contracts and create a players association to protect players as employee rights.
5. Analyzes streaming platform Twitch's influence on gaming expertise, apprenticeship, and future of gaming and virtual reality.
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Esports Emergence
1. PROBLEM , OBJECTIVE AND
HYPOTHESIS OF RESEARCH
PAPER ON ESPORTS
EMERGENCE
By Rahul Goyal
16209912833
2. ON THE SCIENTIFIC
RELEVANCE OF ESPORTS
Michael G. Wagner
Department for Interactive Media and Educational Technology
Danube University Krem
Research Paper - 1
3. PROBLEM IDENTIFICATION
• Competitive computer gaming or eSports is a phenomenon that
has become a fundamental element in today's digital youth
culture. So far very little effort has been made to study eSports
in particular with respect to its potentials to positively influence
research developments in other areas. This paper therefore tries
to lay a foundation for a proper academic treatment of eSports.
4. OBJECTIVE
• The main aim of this paper is to foster an academic discussion
on eSports or competitive computer gaming emphasizing the
investigation of training effects in the semi-professional or
professional use of rich interactive environments.
5. HYPOTHESIS
• Approach to eSports as a training science will allow the
development of tools and techniques that can for example be
utilized for setting up high-performance teams in virtual and
hypercompetitive business environments.
6. WHAT IS ESPORTS AND WHY
DO PEOPLE WATCH IT ?
Juho Hamari
Max Sjöblom
Game Research Lab, School of Information Sciences,
University of Tampere
Research Paper - 2
7. PROBLEM IDENTIFICATION
• eSports have only recently enjoyed wide international adoption,
and there is still resistance as to whether eSports can truly be
considered as a sport. This issue for not only defining eSports,
but also for drawing the boundaries of what we understand as
being sports in general. It appears that many (especially the fans
of ‘traditional’ sports) are of the opinion that eSports can’t be
called a sport, simply because the player competence is not
measured via either their physical prowess or finesse as the
eSports athletes appear to be simply sitting riveted to their
chairs.
8. OBJECTIVE
The objective of this research paper is to find out
• What is esports and what is the difference between esports and
sports .
• Why do people spectate eSports on the internet.
• How eSports can be seen as a form of sports.
9. RECOGNIZING ESPORTS AS
A SPORT
Daniel Kane
Brandon D. Spradley
United States Sports Academy
Research paper - 3
10. PROBLEM IDENTIFICATION
• The topic of eSports has limited academic research, and limited data is
available on the subject.
• The first topic that needs more study is women in eSports. The data is
limited as to how many women play competitive video games.
• Lack of gender identification needed within the eSports community. Playing
video games does not require a specific gender or label to participate. A
cultural divide still exists between men and women concerning video
games and who should be playing them.
• The definition of amateur and professional in the e-sports environment
11. OBJECTIVE
• The definition of a sport and determines that competitive video
games should apply to the meaning.
• how eSports should be recognized by the National Collegiate
Athletic Association (NCAA).
• the application of Title IX is applied to have eSports listed as an
emerging sport for women.
12. TIME TO BE GROWN-UPS ABOUT
VIDEO GAMING: THE RISING ESPORTS
INDUSTRY AND THE NEED FOR
REGULATION
Katherine E. Hollist
Research Paper – 4
13. PROBLEM IDENTIFICATION
• Many professional and non professional players are
inexperienced and uneducated in the complexities of contract
negotiation.
• Government acceptance of esports as the real sport.
• Players lack the ability to form unions to collectively bargain for
better agreements
14. OBJECTIVE
• How this new industry exploits its players— despite the good
intentions of the leagues and teams who helped found it
• regulating visas given to international players
• creating a national eSports association that reports to the
existing international eSports association
• formally reclassifying players as employees of their leagues or
teams rather than as independent contractors.
15. THE ESPORTS TROJAN
HORSE: TWITCH AND
STREAMING FUTURES
Benjamin Burroughs
University of Nevada, Las Vegas, USA
Paul Rama
Brigham Young University Hawaii, USA
Research Paper - 5
16. PROBLEM IDENTIFICATION
• Future involves the liminal space of streaming and eSports
between the real and the virtual.
OBJECTIVE
• Potential future in gaming and virtual reality can be found in
streaming media and technology.
• future of learning and apprenticeship in an era of streaming
technology.
17. HYPOTHESIS
• Twitch represents both the present and future of gaming.
• YouTube remains a strong source of gaming content generation.
• Twitch influences the construction of expertise and learning
through game play.
• No literature currently exists on the cultural or industrial impact
of streaming on gaming and the video game industry.