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The Covid Season

U.S. Collegiate Esports Programs’ Material Challenges and Opportunities During the 2020–21 Pandemic

Bibliographic Data

ID7288552
AuthorsAmanda C Cote (0000-0001-7553-6641, University of Oregon, corresponding author), Onder Can (0000-0001-6417-1667, University of Oregon), Maxwell Foxman (0000-0001-6499-4372, University of Oregon), Brandon C Harris (0000-0001-6771-7776, University of Oregon), Jared Hansen (0000-0003-0757-814X, University of Oregon), Waseq Ur Rahman (0000-0001-5950-851X, University of Oregon), Md Waseq Ur Rahman, Tara Fickle (University of Oregon)
Year2022
Volume18
Issue2
Pages229-250
Publication date2022-04-26
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueGames and Culture (JOURNAL)
Journal identifiersISSN: 1555-4120 • E-ISSN: 1555-4139
PublisherSAGE Publishing (PUBLISHER • US)
DOI10.1177/15554120221088116
PMID38603039
OpenAlexW4224713497
LanguageEN
Citations received1
References cited18

During the COVID-19 pandemic, universities were among the first institutions to shift to an online model. As they did so, nascent collegiate esports program lost access to campus spaces and in-person connections, potentially destabilizing this rising industry. Conversely, universities also worked to provide students remote access to resources, and many components of esports already occur online. Therefore, collegiate esports may have adjusted to distancing measures, potentially strengthening their footholds on US campuses. This paper draws on in-depth interviews with collegiate esports players, student employees, program directors, and administrators to address different programs’ reactions to the pandemic, specifically the challenges and opportunities they faced. Overall, interviews reveal how COVID-19 shifted the understandings of and practices around gaming and esports, highlighted the intermittent relationship of online and offline spheres, and presented various possibilities and challenges for different stakeholders during the global pandemic

2019-20 coronavirus outbreak · Business · Coronavirus disease 2019 (COVID-19 · Distancing · Pandemic · Political science · Public relations · Severe acute respiratory syndrome coronavirus 2 (SARS-CoV-2 · Sociology · Digital Games and Media · Educational Games and Gamification · Impact of Technology on Adolescents

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    Open Access•Amanda C Cote, Waseq Ur Rahman et al.•Frontiers in Sports and Active…•2024

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  • Problematic online gaming and the Covid-19 pandemic

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  • Thematic Analysis

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    Open Access•Matthew Barr, Alicia Copeland-Stewart•Games and Culture•2022

  • Understanding eSports Team Formation and Coordination

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Unique citing works1
Citations per year0,5
Citation span2024 - 2024 (1)
Citation velocityrecent
Highly citedNo
Citation typesNeutral: 1

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Open DOIOpen Access
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