The Covid Season
U.S. Collegiate Esports Programs’ Material Challenges and Opportunities During the 2020–21 Pandemic
Bibliographic Data
| ID | 7288552 |
|---|---|
| Authors | Amanda 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) |
| Year | 2022 |
| Volume | 18 |
| Issue | 2 |
| Pages | 229-250 |
| Publication date | 2022-04-26 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Games and Culture (JOURNAL) |
| Journal identifiers | ISSN: 1555-4120 • E-ISSN: 1555-4139 |
| Publisher | SAGE Publishing (PUBLISHER • US) |
| DOI | 10.1177/15554120221088116 |
| PMID | 38603039 |
| OpenAlex | W4224713497 |
| Language | EN |
| Citations received | 1 |
| References cited | 18 |
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
The Discovery of Grounded Theory
“I need to just have a couple of White claws and play animal crossing tonight”
The effects of social isolation on well-being and life satisfaction during pandemic
Gaming Sexism
Problematic online gaming and the Covid-19 pandemic
Raising the Stakes
The social side of gaming
Thematic Analysis
Playing Video Games During the Covid-19 Pandemic and Effects on Players’ Well-Being
Understanding eSports Team Formation and Coordination
Women’s experiences with general and sexual harassment in online video games
Self-Isolated but Not Alone
Stand by Your Man
| Unique citing works | 1 |
|---|---|
| Citations per year | 0,5 |
| Citation span | 2024 - 2024 (1) |
| Citation velocity | recent |
| Highly cited | No |
| Citation types | Neutral: 1 |