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Global eSports: Transformation of Cultural Perceptions of Competitive Gaming PDF

338 Pages·2021·8.474 MB·English
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Global esports Global esports Transformation of Cultural Perceptions of Competitive Gaming Edited by Dal Yong Jin BLOOMSBURY ACADEMIC Bloomsbury Publishing Inc 1385 Broadway, New York, NY 10018, USA 50 Bedford Square, London, WC1B 3DP, UK 29 Earlsfort Terrace, Dublin 2, Ireland BLOOMSBURY, BLOOMSBURY ACADEMIC and the Diana logo are trademarks of Bloomsbury Publishing Plc First published in the United States of America 2021 Volume Editor’s Part of the Work © Dal Yong Jin Each chapter © of Contributors Cover design: Namkwan Cho Photographs © Getty Images All rights reserved. No part of this publication may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or any information storage or retrieval system, without prior permission in writing from the publishers. Bloomsbury Publishing Inc does not have any control over, or responsibility for, any third- party websites referred to or in this book. All internet addresses given in this book were correct at the time of going to press. The author and publisher regret any inconvenience caused if addresses have changed or sites have ceased to exist, but can accept no responsibility for any such changes. A catalog record for this book is available from the Library of Congress. ISBN: HB: 978-1-5013-6877-6 ePDF: 978-1-5013-6875-2 eBook: 978-1-5013-6876-9 Typeset by Deanta Global Publishing Services, Chennai, India To find out more about our authors and books visit www .bloomsbury .com and sign up for our newsletters. Contents Preface vii 1 Introduction: Esports Dal Yong Jin 1 Part 1 History, Institutionalization, and Legitimization 2 The Future of Esports Institutions: A Comparative Analysis of “Late-Twentieth-Century Sports” and “Esports” Institutions Rory K. Summerley 15 3 Sports versus Esports: A Comparison of Industry Size, Viewer Friendliness, and Game Competitiveness William Campbell, Amanda Goss, Kyle Trottier, and Mark Claypool 35 4 Esports: A Chinese Sport? Milan Ismangil and Anthony Fung 60 5 Historiography of Korean Esports: Perspectives on Spectatorship Dal Yong Jin 77 Part 2 Money, Data Power, and Network 6 The Business Model Network of Esports: The Convergence of Overwatch Tobias M. Scholz 99 7 Statistics, Spectatorship, and the “Attention Economy” of Esport Ben Egliston 115 8 Counting Clicks: Esports, Neoliberalism, and the Affective Power of Gameplay Metrics Tom Brock 132 9 Esports Transmedia Universes: The Case of Overwatch Raine Koskimaa, Tanja Välisalo, Maria Ruotsalainen, and Veli-Matti Karhulahti 149 Part 3 Media and Esports 10 Orienting Esports: Locating the Perceptual and Cultural Work of Shoutcasters Max M. Renner and Nicholas Taylor 169 vi Contents 11 Convergence of Music and Esports Yaewon Jin and Tae-Jin Yoon 184 12 Esports, Australianness, and Beating New Zealand: Portrayals of Esports in Mainstream Australian News Media David Jian-Jia Cumming 202 13 The Emergence and Transformation of Global Esports: Comparative Perspectives of Korean and Canadian Esports Scenes Dal Yong Jin 223 Part 4 Collegial Esports, Youth Culture, and Gender 14 Are Esports Only for “Youth”?: How Ageing and the Institutionalization of Esports Blur the Generational Lines of Video Game Culture Dan Padua 243 15 The Emergence of College Esports in North America Nyle Sky Kauweloa 262 16 Gaming on Campus: The Promotion of Esports in Chinese Universities Paul Martin and Wei Song 281 17 A Balance between Competition and Community in Public Gaming Spaces Ying-Ying Law 297 About the Contributors 315 Index 319 Preface In the early twenty-first century, esports has become one of the most significant youth cultures. As hundreds of thousands of people, in particular global youth in their teens and twenties, enjoy esports as either amateur game players or fans, the esports industry has transformed itself into one of the largest and most profitable cultural industries. It was not long ago when video gaming, including early esports, was considered as unwelcomed geek culture between the 1970s and the 1990s; however, with the development of computers, high-speed internet, and mobile technology, as well as the global economy, game culture has significantly grown and esports has especially become a symbol of the convergence of culture, sport, media, and digital technology. Esports has also become one of the most enjoyable and playful cultural segments in recent years. Many game scholars, college students who examine esports as part of game studies, game designers, and media, both traditional and new media, are all highly interested in the current status of esports. The growth of esports can be witnessed in several areas in our contemporary society. To begin with, esports has already been related to new media and digital technologies, including cable channels, internet TV, online streaming services (e.g., Twitch), and social media (e.g., YouTube and Facebook). Several network channels have also jumped onto this esports bandwagon. In college, many students play digital games on and off campus, and many universities have established game teams, game arenas, and game departments. Several mega corporations, in particular, telecommunication and digital game companies, have founded professional teams to compete with each other, while advertising companies utilize esports as a new venue for their business. Notably, several game scholars have continued to pay attention to esports, which is exciting and engaging. Most of all, there are hundreds of thousands of esports fans around the globe, as esports has become a global sensation that attracts thousands of spectators to live events held at esports arenas and other venues. Global youth, ranging from mid-teens to mid-twenties, have participated in esports activities. Digital games and esports have shown a unique growth trend as well. Unlike other professional sports like soccer and baseball, esports can gain in popularity during economic recession as well. For example, people increasingly turned to digital games and esports during the first half of 2020 under Covid-19, which means that people played games and watched esports on new media with stay-at-home mandates issued around the globe. Consequently, game scholars, policy makers, and game designers are keen about the future directions of esports. Regardless of the rapid growth of esports and its huge impacts on our contemporary society, academic discourses show a lack of empirical studies and theoretical viii Preface breakthroughs. This edited volume examines the recent surge of esports in the global scene to fill the gap. I believed that at this time it is crucial to document the history of esports and discuss the backgrounds of the growth of esports. In particular, after conducting interviews with college students who played games, as semi-professional players or amateur players for several different time periods for my own research, I was certain that students were eager to learn about esports as part of their academic interests. Due to the involvements of several different actors and elements, as well as varied approaches, I thought that it was prudent to edit the volume instead of creating a monograph. I hope that this edited volume offers new perspectives by identifying the major platforms relevant to learn esports, from broadcasting to smartphones, and therefore, esports’ implications in global youth culture. This book will shed light on the current debates on the growth of global esports culture. There are several people whom I would like to thank. Most of all, this project is made possible due to supports by Social Sciences and Humanities Research Council (SSHRC) Insight Grant of the Canadian government, which supported my field research, conference presentations, and training graduate students. I also want to thank Katie Gallof, the senior acquisitions editor of Bloomsbury, who professionally and timely helped me develop the project. She especially emphasized the importance of history based on proposal reviews, and therefore, we discussed and decided to include one journal article (Chapter 4 in this edited volume) published by me in the International Journal of Communication in 2020. Finally, I wanted to share my excitement with those who play, watch, and enjoy digital games as part of their daily cultures and activities as they are people who make this project real. Dal Yong Jin Simon Fraser University 1 Introduction Esports Dal Yong Jin Esports is everywhere. From college campuses and big cities around the globe to media, both traditional and new media, esports has expanded its popularity and influenced people’s cultural activities. As digital games themselves become one of the largest cultural industries in terms of export, number of users, and employees, esports has been a global phenomenon. Esports, referring to an electronically mediated sport and the leagues in which players compete through networked games and related activities (Jin, 2010), has existed since the early 1970s—as a form of competitive digital gaming—when some American students gathered at computer labs to do battle among the stars. These students “piloted ships through a speck- filled void, shooting missiles and dancing against gravity in one of the world’s first video games, Spacewar,” which was played on the Programmed Data Processor-1 created by a group of students at MIT (Li, 2016, 1). Of course, after the emergence of several esports leagues, such as the Professional Gamers League (PGL) founded around 1997 and the Cyberathlete Professional League (CPL) formed in the United States in 1997 (Taylor, 2012), contemporary esports arguably started in Korea as it began to develop its esports league in the field of online gaming in 1998 as StarCraft became popular in the country. About twenty years after the emergence of esports in Korea, esports has already become one of the most significant cultures for global youth and business models for many venture capitals and mega media giants. In Korea, esports has continued as a major sports event and symbol of ICT (information and communication technology)-driven digital economy. Reflecting the popularity of esports in Korea, Tyler Erzberger—an esports reporter—on ESPN tweeted a very interesting story titled “The Elite 4 of South Korea,” and he included Bong Joon-ho (the director of Parasite who won four Oscar awards in February 2020), Son Heung-min (a soccer player who plays in the UK), BTS (a seven-member K-pop boy band), and Lee Sang-hyeok, better known by his in-game name Faker (a Korean professional League of Legends player) (https: // twi tter. com/F ionnO nFire / stat us/ 12 26683 98 715 17409 30) as four elites in contemporary Korean society. The inclusion of a

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Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.