While the comparison between sport and esports has been the subject of regular debate since the term appeared in 1999 among the esports communities, traditional media, or public and sporting institutions, the Olympic Movement’s interest for esports since late 2017 has revived discussions around the sporting dimension of esports.

Beyond…

Though esports is largely constructed around commercial stakeholders that currently play an international dominant role within it (especially publishers), it has simultaneously always been a local grassroots driven activity deeply tied to third party organisations and regional communities of players. …

Since the turn of the decade, esports has been in the process of becoming more professional. The most visible side is obviously the players themselves who have the opportunity (for an immense minority of them) to live off their passion and earn a living by competing in an ever-increasing number…

Among the consequences of the fragmentation and dispersal of the many esports stakeholders is the difficulty for people unfamiliar with it (e.g. outsiders or non endemic brands) to understand its ecosystem: Who are the stakeholders who make it up and how do they interact with each other?

Many schemes exist…

For several years now, I have been gradually working on referencing the various video games’ competitive scenes. Indeed, if esports has its flagship games (e.g. League of Legends, Counter-Strike: Global Offensive, Dota 2, Fortnite Battle Royale or Overwatch), whose Internet audiences are massive and whose international finals fill stadiums (e.g…

Nico Besombes

Esports & Social Research

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