Esports Governance: Exploring Stakeholder Dynamics
Abstract
:1. Introduction
2. Literature Review
2.1. The Esports Ecosystem as a Network
2.2. Network Governance, Rationalities and Forms
3. Method
3.1. Data Collection
3.2. Data Analysis
4. Findings
4.1. Key Stakeholders: Game Publishers Are the Dominant Powers
4.2. Emerging Stakeholders: Diversified Interests Lead to Fragmented Governance
4.2.1. National and International Esports (Governing) Entities: A Legitimacy Issue
4.2.2. Self-Proclaimed Industry Guardian Organisations
5. Discussion
5.1. The Dynamics amongst Publishers and Emerging Stakeholders
5.2. Evolution of Esports Governance: From Fragmentation to Network Administration Organisation?
6. Conclusions
Author Contributions
Funding
Acknowledgments
Conflicts of Interest
Appendix A. Focus Group Questions
- How many years have you been involved in esports?
- What is your role (as an esports game player or employer/employee)?
- What are your experiences like being involved in the esports industry?
- Have you encountered any unpleasant/unfair experience as esports players? Any examples?
- What’s your reaction/solution to those incidents?
- What about the reaction of the game publishers and esports community?
- Were their interventions, if any, responsive and effective?
- Do you know which organisation to turn to should any unfair incident happen (again)?
- Who is or should be responsible for esports regulation/governance?
- How can esports governance be improved?
Appendix B. Interview Questions
- Could you briefly introduce your role and the organisation you are working for?
- How do you position your organisation in the esports industry?
- Can you tell me your understanding of the current esports governance situation?
- Is there any collaboration going on in the industry across different stakeholders to tackle the issues?
- What challenges exist?
- Who do you think should be or is the leading organisation to standardise the rules and regulations in the esports industry? (is it government, publishers, tournament organisers, leagues, etc.)
- What stakeholders are involved in the decision-making process and why?
- What kind of impact do current regulations have?
- What is missing from the current esports governance model?
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Data Source | Participants |
---|---|
Focus Group 1 | Member of an esports association (1); game developer (1); professional esports player (1); amateur esports player (3); esports researcher (1); sports practitioner (1); esports team manager (1); esports educator and trainer (1) |
Focus Group 2 | Amateur esports players (5) |
Focus Group 3 | Amateur esports players (5) |
Interviewee R1 | Member of a national esports association |
Interviewee R2 | Esports team manager |
Interviewee R3 | Professional esports player |
Interviewee R4 | Esports voluntary organisation |
Interviewee R5 | Former director of a professional football club esports team |
Interviewee R6 | Esports tournament organiser |
Stakeholder Type | Examples | Definition |
---|---|---|
Key Stakeholders | Game publishers | Companies which publish video games that are produced either internally or externally (i.e., by financing external developers to create games) and hold the intellectual properties of the video games |
Players | Professional and skilled gamers | |
Teams | A group of players competing together to win in an esports event | |
Tournament/League organisers | Esports events in which players and/or teams compete against each other with the goal to win | |
Broadcast and media | Media company and broadcasters that distribute the esports content online or offline (e.g., Twitch) | |
Sponsors | Commercial brands that sponsor esports players, teams or events to promote their image | |
Fans (communities) | Esports game viewers | |
Emerging Stakeholders | Esports associations and federations | Both national and international |
Government agencies | Government organisation with legislative and lawful rights to govern esports | |
Self-proclaimed industrial guardian organisations | Esports Integrity Commission; game industry trading bodies |
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Share and Cite
Peng, Q.; Dickson, G.; Scelles, N.; Grix, J.; Brannagan, P.M. Esports Governance: Exploring Stakeholder Dynamics. Sustainability 2020, 12, 8270. https://doi.org/10.3390/su12198270
Peng Q, Dickson G, Scelles N, Grix J, Brannagan PM. Esports Governance: Exploring Stakeholder Dynamics. Sustainability. 2020; 12(19):8270. https://doi.org/10.3390/su12198270
Chicago/Turabian StylePeng, Qi, Geoff Dickson, Nicolas Scelles, Jonathan Grix, and Paul Michael Brannagan. 2020. "Esports Governance: Exploring Stakeholder Dynamics" Sustainability 12, no. 19: 8270. https://doi.org/10.3390/su12198270
APA StylePeng, Q., Dickson, G., Scelles, N., Grix, J., & Brannagan, P. M. (2020). Esports Governance: Exploring Stakeholder Dynamics. Sustainability, 12(19), 8270. https://doi.org/10.3390/su12198270