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eSport management: Embracing eSport education and research opportunities

Nov. 10, 2020

Consumer demand for eSport and the growth of organized video game competitions has generated considerable attention from the sport, event, and entertainment industries. eSport therefore represents a novel and popular area for sport management academics to conduct research, educate students, and service industry.

Daniel Funk, Anthony Pizzo and Bradley Baker argue for the inclusion of organized eSport events and competitions in the sport management domain. They suggest that sport practitioners and sport management academics should devote increased attention to eSport and embrace its commercial, educational and research potential. They support this position by examining how eSport exhibits defining characteristics of sport, exploring its relationship to traditional sport, and addressing opposing views to its classification as sport.