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{"id":311,"date":"2020-05-22T05:42:56","date_gmt":"2020-05-22T05:42:56","guid":{"rendered":"https:\/\/techbestspot.com\/?p=311"},"modified":"2022-11-11T05:20:44","modified_gmt":"2022-11-11T05:20:44","slug":"the-practices-of-esports-consumption-playing-watching-and-governing","status":"publish","type":"post","link":"https:\/\/techbestspot.com\/the-practices-of-esports-consumption-playing-watching-and-governing\/","title":{"rendered":"The practices of eSports consumption Playing, watching and governing"},"content":{"rendered":"

What is eSports?<\/strong><\/h1>\n

Among various social and cultural developments associated with the rise of computer entertainment consumption, of particular interest has been the emergence of an organized and competitive approach to computer games.<\/p>\n

While millions of consumers play games for leisure, a newer breed of professional players are committed to making a living at what has been labeled as eSports. Playing eSports can thus be found at the intersection of computer games and professionalized sports, where consumers compete against others to improve their skills and abilities and outperform their opponents.<\/p>\n

Accordingly, unlike some other gaming practices \u2013where consumers may enjoy memorialized storytelling \u2013 playing eSports produces a sense of skill-based rivalry. In recent years, this form of computer game consumption has been fuelled by growing spectatorial followings and nascent governance infrastructures.<\/p>\n

Computer games played for eSports consumption span across a wide range of platforms (e.g. personal computers, gaming consoles) and genres (e.g. sports-themed games, \ufb01ghting games, real-time strategy games).<\/p>\n

Some games imitate physical sports, others are oriented towards combat or \ufb01ghting activities and yet other games simulate military battles.<\/p>\n

Despite their contextual and playing di\ufb00erences, however, all games played for eSports feature some forms of comparative measures, which can be used to determine a player\u2019s level of skillful performance within the game. For instance, in sports-themed games, these measures could be consistent with the rules of a physical sport (e.g. scoring goals in soccer games), whereas in real-time strategy games, players are required to defeat their opponents.<\/p>\n

Moreover, in addition to these in-game rules, the formats of eSports consumption competitions are often governed by \u2018external governing bodies and communities of eSports players, which now perform an institutionalizing role in ensuring the consistency of conduct among various competitive computer-gaming<\/a> practices\u2019.<\/p>\n

While eSports is still in its infancy, it already o\ufb00ers a rich context to observe the multifaceted social performance associated with the consumption of contemporary computer games. In 2019, the ESL reported over 3.6 million registered users in Europe.<\/p>\n

In fact, there are more than 430 professional \u2018athletes\u2019 in South Korea who make a living from playing computer games, and the 2018 WCG \u2013 an eSports tournament comparable to the Olympic Games for traditional sports \u2013 saw 400 computer game players attend from 40 countries, 400 journalists and 155,000 on-site spectators (WCG, 2018).<\/p>\n

Furthermore, various national (e.g. Korean eSports Association) and international (e.g. International eSports Federation \u2013IESF-) governing bodies have been established to oversee the practice of professional computer gaming on free games<\/a> and paid games.<\/p>\n

Despite these developments, however, there have been few attempts to understand eSports practices in consumer research.<\/p>\n

In the remainder of this section, we examine eSports consumption using three distinct nexuses of social practices, which include<\/p>\n