Work, play, and precariousness
An overview of the labour ecosystem of esports
Bibliographic Data
| ID | 11267653 |
|---|---|
| Authors | M R Johnson (0000-0003-4622-650X, The University of Sydney, corresponding author), Jamie Woodcock (0000-0001-7097-305X, The Open University) |
| Year | 2021 |
| Volume | 43 |
| Issue | 8 |
| Pages | 1449-1465 |
| Publication date | 2021-11-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Media Culture & Society (JOURNAL) |
| Journal identifiers | ISSN: 0163-4437 • E-ISSN: 1460-3675 |
| Publisher | SAGE Publications (PUBLISHER • US) |
| DOI | 10.1177/01634437211011555 |
| OpenAlex | W3157485078 |
| Language | EN |
| Citations received | 23 |
| References cited | 29 |
Professionalised competitive digital gaming or ‘esports’ has grown to a point where millions of dollars are being awarded in competitions watched globally by tens of millions of viewers. Previous analyses of the phenomenon have examined the role(s) of labour in esports performed by various actors – players, tournament organisers, sponsors, game developers – but these have yet to be unified into a ‘big picture’ of esports labour, especially when considering the relationships between the labour performed by different esports actors. In this paper we therefore present a comprehensive overview of the labour that different actors within the emerging Esports ecosystem perform, and how they intersect and influence each other in order to contribute to the existence of this highly contemporary phenomenon. In doing so we show that the rapid growth of Esports has created new labour processes and forms of work, transformed existing ones, yielded new career options, and tremendous profits to be made by a range of involved actors. Esports’ emerging position as a major global industry both within gaming and within contemporary media more broadly demands close attention to its work, its workers, and who is winning and losing in this dynamic media space
Business · Order (exchange · Phenomenon · Point (geometry · Political science · Public relations · Work (physics · Cinema and Media Studies · Computer Science · Cultural Industries and Urban Development · Digital Games and Media · Engineering · Marketing
Sunset chasers
Organising domestic spaces of professionalisation
Systemic issues with narratives of identity
Ethical judgments of esports spectators regarding cheating in competition
Korean WoW Gamers’ Competitive Game Culture and Excessive Game Labor
Digitaler Fußballkapitalismus
Supporting player wellbeing and building sustainable career pathways in esports
Play to earn
Politiken des (digitalen) Spiels
Whose game is it anyway? Palworld and the new frontier of intellectual property in eSports
Femboys in the Factory
Exclusion in the Name of Dissuasion
Mobile playbour
Co-Transformation of Digital Health and eSport in Metaverse
A Little Bit Like Psychological Torture”
War and Esport
Professional Gaming and Pro-Gamers
Beyond subcultures
Technologies of the self (-deception)
Precarious love of eSports players in China
Toward cultural and creative industry
Understanding game data work
Geopolitical Implications of E-Sports
Negotiations
Professionalized consumption and identity transformations in the field of eSports
ESport and the exploitation of digital labour
‘It’s like the gold rush’
The Routledge Companion to Video Game Studies
Raising the Stakes
The eSports Trojan Horse
The imperative to be seen
Intersections of Fandom in the Age of Interactive Media
The Affective Labor and Performance of Live Streaming on Twitch.tv
Beyond solitary play in computer games
Virtual(ly) Athletes
Talking about machines
Material Ordering and the Care of Things
Fighting games and Go
On the Digital Playing Field
Geek Chic
The future's bright, the future's mobile
A very precarious profession
Interrogating Creative Theory and Creative Work
| Unique citing works | 23 |
|---|---|
| Citations per year | 5,75 |
| Citation span | 2022 - 2026 (5) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 22 |