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The eSports Revolution

The Journal of Global Sports Management: Special Issue Call for Papers

Deadline: 19 November 2019

eSports is most simply defined as computer-mediated competitive gaming. It can be single or multi-player, and competition is not limited to sports games, instead regularly taking the form or role-play, strategy, battle, card, shooter, fighting, and many other genres. For those who it remains foreign to the “sports” title may not seem fitting. However, eSports shares many similarities with “traditional” sports, at both the professional, amateur and recreational levels. This is most apparent when considering its mastery of motor and cognitive skills through extensive practice, coaching and training. Akin to traditional sports, eSports is dependent upon inter-personal interactions and team work in a competitive environment, with the athletes who excel adored as rock-stars worldwide and bestowed massive endorsement and sponsorship deals.

Having evolved from a niche subculture into a mainstream phenomenon, the time for eSports to impose itself on the mainstream is not now…it has already happened. Major tournaments are attracting huge participating at all levels (from bedroom amateurs to professionals), with new business models of big-money prizes (US$38M+), and huge global audiences (380M+). With participation, audiences, and the commercial value of “traditional” sports shrinking, the trend for eSports participation and spectating runs counter. Look no further than its inclusion in the 2018 Asian Games for proof. The IOC even looks likely to follow suit with the summer Olympics as early as Paris 2024.

The phenomena of eSports has well and truly arrived. Existing on the leading-edge of new innovations in technology, it has caused paradigmatic shifts in how people participate in sports.  Evidently, it’s interactive and data-driven capabilities are nothing short of transformative for the entire concept of not only “sport”, but also game-design and business too. An area still in its infancy with enormous scope for cultural impact, the time is now for robust, practitioner-focused research.

Research Directions:

Papers of all methodological approaches (incl. conceptual papers) that advance research and practice will be considered for publication. Inter-disciplinary research is encouraged. Areas of interest related to eSports considered for publication include (but are not restricted to):

  • Participation and community development
  • Nuances of culture and gender
  • “Big Data” and innovative technologies
  • Physiology and biometrics
  • Consumer behaviour
  • Gambling and addiction
  • Events and tourism
  • Broadcasting, spectating, and audiences
  • Game design and mechanics
  • Organization and governance
  • Education and learning

Journal of Global Sport Management

Table of Contents for Journal of Global Sport Management. List of articles from both the latest and ahead of print issues.

Language: en-US

Publisher: tandf

Visit Journal Articles

Submission guidelines

Papers of a maximum of 6,000 words excluding bibliography should identify the critical ethical issues that arise in the topic under discussion and explore how policy and/or practice might be derived from sound ethical judgments.

Papers that are co-written by academics and practitioners are especially welcome, but it is not a requirement.

Authors should indicate in their cover letter that the submission is to be considered for the Special Issue on “The eSports Revolution”.

Any questions or to submit abstracts for feedback – please contact the guest editor at luke.butcher@curtin.edu.au

For further information, please read the full instructions for authors: here.

Submissions should be made via the journal’s ScholarOne online submission system: here.

Editorial Information

  • Special Issue Guest Editor: Luke Butcher, School of Marketing, Curtin University, Perth, Western Australia (luke.butcher@curtin.edu.au)
  • Special Issue Guest Editor: Kevin Teah, School of Marketing, Curtin University, Perth, Western Australia (kevin.teah@curtin.edu.au)

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