Academic literature on the topic 'Esports careers'

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Journal articles on the topic "Esports careers"

1

Salo, Markus. "Career Transitions of eSports Athletes: A Proposal for a Research Framework." International Journal of Gaming and Computer-Mediated Simulations 9, no. 2 (2017): 22–32. http://dx.doi.org/10.4018/ijgcms.2017040102.

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eSports has boomed, the number of eSport athletes has grown rapidly, and many teenagers aspire to a have career in eSports. However, eSports athletes' careers involve many problems, such as career-entry difficulties, straining life habits, burnout, premature retirement, and post-career dilemmas. Despite a growing research interest in eSports, a void of knowledge exists regarding eSports athletes' career aspects. To address the gap in research, this paper aims to take an initial step by proposing a framework for eSports athletes' career transitions. The framework combines two approaches from sport psychology and sport literature. The framework can help eSports athletes, coaches, and other stakeholders have and maintain long-lasting and healthy careers.
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Ramos, Andres, Joar Svensson, and Natalia Stambulova. "Navigating the Unknown." Scandinavian Journal of Sport and Exercise Psychology 6 (July 5, 2024): 33–41. http://dx.doi.org/10.7146/sjsep.v6i.140390.

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The purpose of this study was to explore career development narratives of esport players. Three Swedish professional Counter-Strike: Global Offensive players were interviewed about their careers. Two of the participants had retired and one was still active. Their competition level ranged from top 10 nationally to top-20 internationally. The interview transcripts were analyzed using a holistic-form structural analysis, which resulted in three overarching narratives (i.e. performance, relational and sink or swim complemented by multiple narrative threads (e.g., discovery, relational). Due to the multi-faceted nature of esports, it might be common for esport players to tell dialogical stories. The study highlighted challenges esport players face (e.g., balancing esports, work and social/academic life), which are exacerbated by the unstable structure of esports and a lack of cultural narrative templates helping esport players to make meaning of their careers. Social and professional support facilitating narrative flexibility and dual careers might help esport players cope with challenges and become successful in esports and upon retirement.
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3

Ward, Michael R., and Alexander D. Harmon. "ESport Superstars." Journal of Sports Economics 20, no. 8 (2019): 987–1013. http://dx.doi.org/10.1177/1527002519859417.

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We analyze the careers of Esports professional players. The Esport industry has been able to monetize growing spectator demand to offer tournament prize money amounting to US$113 million in 2017. A few hundred players, out of tens of thousands, earn enough to remain professional gamers exclusively. We examine three aspects of professional Esport player careers. First, a “superstar” effect leads to increases in the top prizes drawing amateurs into the professional ranks. Next, while age and experience affect player performance, player ability remains difficult to assess. Finally, career exits reflect a quick resolution regarding the uncertainty in player ability.
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Dominteanu, Teodora, Neluța Smîdu, Andreea Voinea, Corina-Claudia Dinciu, Maria-Cristiana Porfireanu, and Adrian Iacobini. "Player Exploitation in Esports Esports Organizations Policies and Business Strategies." Proceedings of the International Conference on Business Excellence 17, no. 1 (2023): 1413–20. http://dx.doi.org/10.2478/picbe-2023-0127.

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Abstract Player exploitation in esports refers to the practice of exploiting players for financial or other gain without providing fair compensation or benefits. This can include issues such as low wages lack of job security and poor working conditions. Examples of player exploitation in esports include signing players with long-term contracts with low wages and no benefits and the use of non-disclosure agreements. Agreement (NDA) prevents players from discussing their pay or working conditions. This situation makes it difficult for players to negotiate better contracts or speak out against abuse leaving teams if they are unhappy with their situation. Another example is the lack of proper training support and benefits for players such as healthcare and mental health. Many esports teams do not provide enough resources for players to improve their skills and maintain good physical condition. This can lead to fatigue and injuries which can seriously affect a player’s career. Many esports players are young and the lack of access to these resources makes them vulnerable to exploitation. The esports industry is still relatively new and unregulated which can make it easy for companies and teams to exploit players. However, there are many organizations and advocacy groups working to improve working conditions and ensure fair treatment for sports athletes. Athlete exploitation in esports in general is a serious issue that needs to be addressed to ensure that athletes are treated fairly and have the resources they need to succeed in their careers.
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5

Putra, Muarif Arhas, and Lolia Manurizal. "Pre-service physical education teachers’ perceptions of esports as a potential career pathway." Journal Sport Area 9, no. 2 (2024): 329–39. http://dx.doi.org/10.25299/sportarea.2024.vol9(2).13895.

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Background Problems: The world of sports and gaming has witnessed a significant transformation in recent years. Esports, which refers to competitive video gaming, has gained immense popularity among individuals of all ages. This article explores the perception of health and sports education pre-service teachers on esports, specifically focusing on Mobile Legend, PUBG Mobile, Crossfire, and Valorant as potential future professional careers. Research Objectives: The purpose of this research is to know the perception of health and sports education pre-service teachers on eSports as a future professional career. Methods: This study uses a mixed method to collect data through quantitative (questionnaire) and qualitative (focus group interviews) methods. There were 116 people with different backgrounds to fill out the form. The instruments used were a questionnaire and a discussion guide. The first instrument that was used was a questionnaire using a g-form, followed by discussion. The data analysis used Miles dan Huberman technique. Findings and Results: As a result, about the health and sport education pre-service teacher perception through esports, Mobile Legend placed first as the most played esports, followed by PUBG Mobile, Crossfire, and Valorants in the last place. 88.8% said that esports can be a professional career, with some of them already making money from playing the game. 94.82% of players playing esports are only for entertaining or filling free time, but most of them, especially the Mobile Legend players, understand the rules and the strategy to win the game. About 50.9% of online game addiction behaviours may occur among adolescents. Conclusion: As a conclusion, pre-service physical education teachers’ perceptions show that they believe that esports can be a potential career pathway.
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6

Ahn, Hyoyeon, and Inwoo Kim. "An Exploratory Study on the Conceptualization of Burnout among the Professional Esports Athletes: Focused on League of Legends Champions Korea League." Healthcare 12, no. 11 (2024): 1127. http://dx.doi.org/10.3390/healthcare12111127.

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Research on the stress and burnout experienced by athletes in the esports field remains limited, necessitating an approach that considers the unique environment and circumstances of esports athletes. This study aims to explore the conceptualization of burnout experiences among professional esports athletes. The participants included 88 athletes from the League of Legends Championship Korea (LCK). Among these, in-depth interviews were conducted with 7 athletes who had experience in international tournaments (the World Championship), while an open-ended survey was completed by 81 athletes. Data collected through in-depth interviews and an open-ended survey were digitized and utilized for analysis. Through critical review by another author and inductive categorization, the conceptual components of esports athletes’ burnout were derived. Through the analysis of 251 raw datum, it was conceptualized into five conceptual factors: performance, overtraining, interpersonal relationships, physical and psychological exhaustion, and career and motivation. The results of this study confirm that esports athletes, like athletes in other conventional sports, experience burnout during their careers, highlighting issues in their unique environment, particularly in aspects of interpersonal relationships and training and rest conditions. This research can serve as a foundational resource for effective athletes’ psychological health management in the esports field and underscores the need for further research on burnout among esports athletes.
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7

Kristanto*, Rangga Dwi, and Danang Purwanto. "Rational Choice of Students in Determining Careers to Become Esport Athletes in UNS Esports Community (UNSEC) Athletes." Riwayat: Educational Journal of History and Humanities 7, no. 3 (2024): 1442–2453. http://dx.doi.org/10.24815/jr.v7i3.40988.

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This study aims to explore the rational choice of UNSEC Athletes to pursue a career as an esports athlete. These conditions are then analyzed using the theory of rational choice by James S. Coleman. This research uses a qualitative method with a descriptive analysis approach. Research informants were selected using purposive sampling technique with certain criteria, including UNSEC students who have been athletes for at least 1 year. Data were collected using interviews, observation, and documentation. The data that has been collected is then analyzed using interactive analysis techniques by Miles and Huberman. The research results indicate that UNSEC students choose to pursue a career as esports athletes based on their high interest in online games from a young age. They are confident that esports will continue to evolve, which makes them interested in pursuing a career in this field. Additionally, they have confidence in their ability to compete with other athletes. This confidence is supported by various resources they possess, such as advanced devices, parental support, and the UNSEC community. According to the theory of rational choice, UNSEC students as actors are able to manage the resources they have, such as devices that meet the needs of athletes in competition, parental support that is beginning to show acceptance of their career choice, and the relational facilities and location provided by the UNSEC community to enhance the athletes' comfort in competing. This rational background serves as the foundation for UNSEC students to choose a career as esports athletes
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8

Witkowski, Emma, and James Manning. "Player power: Networked careers in esports and high-performance game livestreaming practices." Convergence: The International Journal of Research into New Media Technologies 25, no. 5-6 (2018): 953–69. http://dx.doi.org/10.1177/1354856518809667.

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In this article, we explore the ongoing negotiations and tensions involved in creating high-performance play and livestreaming practices, produced through assemblages of creative networked actions between individuals, institutions, infrastructures and communities. From speedrunning communities to esports leagues, expert game cultures offer key cases to explore the conventions of expert gameplay, the politics of digital play itself and the formation of networked careers. These include performances (on/off screen, by players and spectators), ownership/governance (of the game, of third-party organizations and products), and the expressions of player rights. Specifically, via two case studies, we look at how two veteran franchises – Valve Corporation’s Counter-Strike and Nintendo’s Super Mario – have engaged with the moving foundations and expressions of co-creation practices made by those engaged in high-performance networked careers of play.
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9

Alan Williams, Gavin Baxter, Thomas Hainey, and Elizabeth Boyle. "Design of a Serious Game to Teach Esports Concepts and Career Pathways." European Conference on Games Based Learning 18, no. 1 (2024): 855–62. http://dx.doi.org/10.34190/ecgbl.18.1.2705.

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The popularity of esports has gained public interest over the past decade, leading to the industries evolution, providing further avenues for career prospects and educational outreach. Esports, abbreviated from electronic sports, is the nature of playing video games casually or professionally at a competitive capacity, either as an individual, or as a team. Previous research areas in esports have focused on education, psychological factors, health and nutrition, business management, performance review, and commercialisation, factoring in the relevance of esports in sports and supporting terms. The industry has different avenues and perspectives that are advantageous to develop innovative approaches, providing information about the industry, and improving the understanding for the wider general audience. Serious games and games-based learning provides the opportunity to educate and inform about the phenomenon of esports and the potential career industry pathways. This paper presents a conceptual design for an esports serious game to educate players about esports in relation to career pathways and genres. Investigation and adaption of serious game frameworks (e.g. Learning Mechanics-Game Mechanics, Activity Theory Model of Serious Games) will be adhered to through the research. This will lead to the development of a serious game for potential stakeholders to assist in their interests in studying or learning about esports and its multi-faceted career opportunities through simulated scenarios. A mixed methods approach will support the increased frequency of new esports programmes in secondary, further, and higher education, using a serious game to inform prospective students in relation to potential career avenues. The conceptual design idea presented in this paper will support the initial research steps of a serious game to teach about esports.
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10

Said, Mahiah, Ammar Azfar Azli, and Shahnaz Shafiza Sabri. "Investigating the Factors Influencing Students’ Acceptance of Esports as a Career Choice." Information Management and Business Review 15, no. 2(I)SI (2023): 109–15. http://dx.doi.org/10.22610/imbr.v15i2(i)si.3425.

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Esports is a digital entertainment and gained its popularity due to technological advancements, technology accessibility and elite competition. Esports is recognized as a formal industry and a form of occupation and led to higher career opportunities. In 2019, more than 11,000 job vacancies were advertised and are projected to reach more than 22,500 jobs in 2020. This study investigates the relationship between Performance Expectancy (PE), Effort Expectancy (EE), Social Influence (SI) & Facilitating Conditions (FC), towards esports Career Choice Intention (CCI) among 365 private university students. The regression analysis shows that PE, EE, SI and FC have a significant impact on CCI. The independent variables indicate that the five factors significantly predict CCI - F (5, 359) = 40.562, p<0.001. And the R2 result of 0.603 postulated that the model explains 60.3% of the variance in CCI. The research on esports as a career choice intention is few and limits the number of referencing. Possible future research on the key success factors of esports companies could illustrate the industry's career progression. Alternatively, industry players should look at the allocation of budgeting and resources, and its relationship with attitude towards esports.
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