A Sociocultural Analysis of Gaming and eSports
Feature on GLHF Magazine: Getting the Formula Right
Feature on GLHF Magazine: Getting the Formula Right

Feature on GLHF Magazine: Getting the Formula Right

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Click the header image to take a look at GLHF Magazine.

In a special edition of Armchair Athleticism, we’ve been asked to write a piece for GLHF Magazine where we introduce the nuances and differences of eSports competitive infrastructures and goals set by the publishers (mainly: Blizzard Entertainment, Riot Games and Valve).

We will also take a gander at the incorporation of publisher involvement in their respective scenes as well as the obligations expected from each perspective audience already involved (players, fans and established tournament organizers).

Below is an extract of the insight you can find within the article. Click the image above to jump right into the issue.

With the reality of publishers’ now getting involved in eSports; fitting in their view alongside those who have been following eSports for years and actively growing it, can be a difficult project. On the one hand, publishers’ want to ensure the longevity of their game through keeping eSports alive, as it is an emblem of new generation values and the long-standing human nature of competition. On the other hand, event organizations have been surviving on their own alongside teams and players for quite some time now. While a publishers’ blessing can help advertising and marketing for these event organizers’, their demands can sometimes be detrimental to overall business interest or severely limiting in terms of actual growth in that specific eSports title. As time moves forward, it would not be a surprise to see companies be more hands-on with their games and the direction of the eSports sector, but will it be for the better? While we have three clearly distinct forms of growing eSports, neither one nor the other can be truly crowned as ideal for every party involved. Is it better to just put everything in the hands of game publishers like Riot Games, dropping  a ceiling on companies like Turtle Entertainment, Major League Gaming and OnGameNet who have been doing tournaments for years and practically created a sustaining business model. Or should it be more of an open-market like with Dota 2, a sphere everyone can get involved, though it is a dog-eat-dog world where budget and experience trumps out those looking to start from scratch. eSports is a new venture and yet one ideal world or the other also means doors of opportunities close and so do the interest of certain ambitious individuals. In the grand scheme of things, those truly affected by these different models are the fans and the teams/organizations who must play by the rules of the groups that provides them with the prize-money and the stage to compete and entertain […]

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