Abstract:With an emphasis on virtual engagement, creativity, and diverse competitive platforms, eSport is being explored as a new activity to achieve development outcomes within the Sport for Development (SfD) movement (Kidd, 2008). Research has shown the potential of eSport to provide opportunities for social interaction, bonding, and building social capital (Trepte, Reinecke, & Juechems, 2012). This exploratory research, conducted in 2019, examines the current eSport landscape and utility of eSport as a space… Show more
“…Emily Jane Hayday and Holly Collison explore the role of esport as a new sport-based activity to achieve the developmental goals of the sport for development (and peace) movement (Hayday & Collison, 2020). Using focus groups and interviews with game publishers, sport for development organizations, esports teams, tournament organizers, and gamers, the authors question the utility of esports as a space to enact social inclusion for women and girls.…”
Section: Spaces and Placesmentioning
confidence: 99%
“…Using focus groups and interviews with game publishers, sport for development organizations, esports teams, tournament organizers, and gamers, the authors question the utility of esports as a space to enact social inclusion for women and girls. As an analytical transdisciplinary framework to understand gender dynamics, Hayday and Collison (2020) innovatively combine Lefebvre's spatial theory and Bailey's conceptual model of social inclusion. Findings showed that the dominant hypermasculine dynamics of digital platforms contribute to gender inequality and discrimination (e.g., sexism) within such online communities.…”
Section: Spaces and Placesmentioning
confidence: 99%
“…This is further aggravated and nurtured by corporate business agendas. Hayday and Collison (2020) show that intersectoral collaboration also holds risks and can actually work against inclusionary and developmental agendas (i.e., UN Sustainable Development Goal 5: Empower woman and girls and ensure their equal rights).…”
We can no longer claim that academic interest in the area of sport and social inclusion is lacking. Dedicated books, special issues, commissioned reports, and landmark articles on the topic of social inclusion and sport have been produced by devoted scholars. The same can be said for the burgeoning area of sport for development and peace. These relatively young academic fields seem to be struggling to create new fundamental theoretical insights about how organized sport can both act as an inclusive space and as a vehicle for broader developmental outcomes. Despite scholarly advancements, there remains a number of empirical and theoretical gaps. The aim of this special issue is to critically reflect on issues related to sport, development, and inclusion, and to do so via transdisciplinary and intersectoral perspectives. By making such a contribution, we aim to open up new research pathways.
“…Emily Jane Hayday and Holly Collison explore the role of esport as a new sport-based activity to achieve the developmental goals of the sport for development (and peace) movement (Hayday & Collison, 2020). Using focus groups and interviews with game publishers, sport for development organizations, esports teams, tournament organizers, and gamers, the authors question the utility of esports as a space to enact social inclusion for women and girls.…”
Section: Spaces and Placesmentioning
confidence: 99%
“…Using focus groups and interviews with game publishers, sport for development organizations, esports teams, tournament organizers, and gamers, the authors question the utility of esports as a space to enact social inclusion for women and girls. As an analytical transdisciplinary framework to understand gender dynamics, Hayday and Collison (2020) innovatively combine Lefebvre's spatial theory and Bailey's conceptual model of social inclusion. Findings showed that the dominant hypermasculine dynamics of digital platforms contribute to gender inequality and discrimination (e.g., sexism) within such online communities.…”
Section: Spaces and Placesmentioning
confidence: 99%
“…This is further aggravated and nurtured by corporate business agendas. Hayday and Collison (2020) show that intersectoral collaboration also holds risks and can actually work against inclusionary and developmental agendas (i.e., UN Sustainable Development Goal 5: Empower woman and girls and ensure their equal rights).…”
We can no longer claim that academic interest in the area of sport and social inclusion is lacking. Dedicated books, special issues, commissioned reports, and landmark articles on the topic of social inclusion and sport have been produced by devoted scholars. The same can be said for the burgeoning area of sport for development and peace. These relatively young academic fields seem to be struggling to create new fundamental theoretical insights about how organized sport can both act as an inclusive space and as a vehicle for broader developmental outcomes. Despite scholarly advancements, there remains a number of empirical and theoretical gaps. The aim of this special issue is to critically reflect on issues related to sport, development, and inclusion, and to do so via transdisciplinary and intersectoral perspectives. By making such a contribution, we aim to open up new research pathways.
“…Esports is embraced in sport management academics (Jang and Byon, 2020a; Pizzo et al , 2018). Each game’s genre (Hamari and Sjöblom, 2017; Jang and Byon, 2020b; Lucas and Sherry, 2004) and gender (Hayday and Collison, 2020; Jang and Byon, in press; Vermeulen et al , 2017) have revealed the significant role of moderators between gameplay intention and its drivers from separated studies previously. In other words, according to genre or gender, the consumers showed differences in their behavioral intentions and factors that lead to the consumption.…”
mentioning
confidence: 91%
“…Regarding gender, Hayday and Collison (2020) stated the toxicity in gender inequality in the gamer cultures. Vermeulen et al (2017) indicated the relationship between women’s social interaction and gamer identity.…”
PurposeWhile each genre and gender has been revealed as significant moderators for esports gameplay intention, exploring the interaction effects between genre and gender could broaden our understanding of the drivers’ relative effects on esports gameplay intention. Thus, the purpose of this study is to examine the interaction effects of gender and genre in the relationship between esports gameplay intention and its drivers (i.e. hedonic motivation, habit, price value, effort expectancy, social influence and flow).Design/methodology/approachThe hypothesized model was examined using data from a sample (N = 1,194). For the purposes of data analysis, confirmatory factor analysis and structural equation modeling were used to examine the hypothesized model. Then, a series of structural invariance tests were conducted to compare the interrelationship between the six determinants and esports gameplay for the six-group model.FindingsThe results of the six-group model comparison indicated that the interaction between gender and genre moderates the relationship between drivers and esports gameplay intention. In particular, the following moderation effects were observed: (1) “social influence-esports gameplay intention” between “male-physical enactment” and “female-physical enactment”; (2) “habit-esports gameplay intention” and (3) “effort expectancy-esports gameplay intention” between “female-imagination” and “female-physical enactment”; (4) “hedonic motivation-esports gameplay intention” and (5) “effort expectancy-esports gameplay intention” between “female-physical enactment” and “female-sport simulation.”Originality/valueThe findings of this current study contributed to clarifying the genre and gender effects in esports gameplay intention and thus the extension of the Esports Consumption (ESC) model (Jang et al., 2020a) and the technology adoption literature. Since the ESC model grounded the Unified Theory of Acceptance and Use of Technology 2 (UTAUT2), the improvement of the ESC model extended UTAUT2. In consumer behavior research in the esports context, this current study contributed to the extension of UTAUT2 on the new moderating mechanisms by adding the interaction between gender and esports game genre.
A decade ago, it was still somewhat conventional to start a study by writing how “esports is a novel phenomenon.” As we write this introduction in 2021, that is no longer true. Today, more than a thousand studies have been published on esports, including several books and special issues. Moreover, the work is no longer conducted purely in the “game studies” related fields, but across numerous domains from medical and health sciences to economics and sports. Esportsis no longer a novel phenomenon, not even for researchers. As both the industry and academia of esports progress—with hundreds of digital (and some analog) game titles being played as “esports”—it is more and more difficult to address “esports” in general. As the need for more specific case studies keeps increasing, this book on Overwatch responds to that need.
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