=Paper= {{Paper |id=Vol-2186/paper15 |storemode=property |title=French esports institutionalization |pdfUrl=https://ceur-ws.org/Vol-2186/paper15.pdf |volume=Vol-2186 |authors=Samuel Vansyngel,Arthur Velpry,Nicolas Besombes |dblpUrl=https://dblp.org/rec/conf/gamifin/VansyngelVB18 }} ==French esports institutionalization== https://ceur-ws.org/Vol-2186/paper15.pdf
                                 French esports institutionalization

                                               Samuel Vansyngel
                   Laboratory Experice, Humanity Sciences Faculty, University of Paris 13, France
                                          samuel.vansyngel@gmail.com

                                               Arthur Velpry
                      Laboratory NIMEC, Marketing department, University of Rouen, France
                                            a.velpry@gmail.com

                                                Nicolas Besombes
                         Laboratory TEC, Sports Faculty, Paris Descartes University,	
  France	
  
                                          nicolas.besombes@gmail.com


       Abstract:

       Electronic sports, more commonly known as "esports", has seens increasing popularity and
       media coverage since the early 2010s. The interest of the generalist and specialized media for
       this phenomenon goes hand in hand with the recent recognition of esports by the French public
       authorities. Indeed, since April 2016, the association France Esports, an entity resulting from
       the "Digital Republic" bill, is officially supported by the Ministry of Economy and Finance.
       The association has set itself the task of structuring and promoting esports at the national level
       by drawing up technical regulations relating to the practice, establishing a membership policy,
       setting up rules for the organization of championships or the protection of minors. However,
       since the late 1990s, esports French development is independent of any public authority. How
       has esports been structured in France over time? What are the supervisory bodies involved in
       the organization of the French esports area? Thus, this contribution aims to report on the
       structuring of esports in France and its institutionalization.


                1.   Context: A global enthusiasm for esports?


       Promoted as the "future of sport" by the Electronic Sports League (ESL), esports refer to a
       “competitive (pro and amateur) video gaming that is often coordinated by different leagues,
       ladders and tournaments, and where players customarily belong to teams or other ‘sporting’
       organizations who are sponsored by various business organizations” (Hamari & Sjöblom,
       2017). Esports seems to become rapidly institutionalized at a national level, in particular by
       putting into perspective a large number of attributes similar to those of "modern and traditional
       sport".

       However, the esports’ recognition as a sport is not without problems. Although esports have
       entered a process of institutionalization (Seo, 2013), there are many questions about the
       recognition of esports as sports (Jonasson & Thiborg, 2010). Some work then aims at promoting
       the integration of esports competitions in the traditional sports sphere (Funk, Pizzo, & Baker,
       2017), on the contrary of certain authorities, which seem to express the willingness to turn their
       back on this integration, notably ARJEL (Autorité de Régulation des Jeux En Ligne; i.e Online
       Gaming Regulatory Authority) and the French Ministry of Sports. This is why it will be very
       interesting to analyze the French institutionalization.




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                2.   Literature Review

        First, it is important to note that there is little research on the esports’ institutionalization
        (Thiborg, 2009; Salice, 2010), particularly that relating to the French case (Besombes &
        Vansyngel, 2017; Garcia Bardidia, Nau & Velpry, 2017).	
  Thus, this state of the art tends to
        present the contributions of neo-institutional theory in the analysis of the legitimization process
        and structuring of esports in France.


              2.1      From institutional theory to neo-institutional theory


        According to Suchman (1995), institutions can be defined as the rules of the game that shape
        and normalize behavior and distinguish what is legitimate from what is illegitimate. The
        literature seems to suggest that institutional theory is proving to be a theoretical framework for
        understanding the development, protection and resilience of social structures and institutions
        (Humphrey, 2010).	
  More specifically, it examines the organizational environment and helps to
        understand how individual actors, firms and markets achieve or maintain a certain level of
        legitimacy (Grayson & al., 2008; Handelman & Arnold, 1999; Humphreys, 2010).

        This theory then implies observing and understanding the coordinated efforts of individual
        actors who tend to build these social structures. This would help to better understand the
        process of legitimizing new consumer practices, such as esports for example. Although the
        concept of legitimacy has three facets (Scott, 1995): regulatory, normative and cognitive. Some
        researchers (Deephouse & Carter 2005, Ruef & Scott 1998) have expanded past research by
        incorporating the legal dimension as the ‘root’ of legitimacy.

        The major evolution of neo-institutional theory lies in explaining institutional change through
        the recognition of actors, entrepreneurs and consumers, the ability to change institutions and,
        subsequently, to initiate a new cycle of stability and continuity (Zietsma & Lawrence, 2010).
        Thus, the neo-institutionalist grid would put the dialogue and tensions between the agency and
        the structure into perspective.	
  


                2.2   Favor the concept of institutional work over that of institutional
              entrepreneurship


        Beyond the notion of legitimacy, institutional theory highlights two other concepts. The first
        refers to the institutional logic (Thornton, 2002, 2004) socially constructed on the basis of
        beliefs that individuals, in specific contexts, will give meaning to social reality (Thornton,
        2004). The second is institutional entrepreneurship, which underlines that some actors are not
        satisfied with certain aspects of the current situation, such as the legitimacy or illegitimacy of
        certain consumer practices.

        Nevertheless, recent research (Lawrence Suddaby & Leca, 2011) shows that this notion has
        undergone some transformations. Indeed, the idea that market superheroes simply want to
        change the structure of markets to legitimize and institutionalize them has been widely
        contested in favor of the concept of institutional work. Research on institutional
        entrepreneurship has tended to focus more on institutions than individuals (Maguire et al.,
        2004). This research then systematically highlighted institutional change as an object rather
        than an explanation, rather than the experience or motivation of individuals involved in the
        legitimization process. Moreover, this research seems to be based on a structural determinism,


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        reflecting a set of structural characteristics (Maguire et al., 2004) or a vision based on the
        particular skills of the agent (Fligstein, 1997).

        Lawrence, Suddaby and Leca (2011) suggest focusing on the concept of institutional work
        rather than institutional entrepreneurship. In their work, they define institutional work as a
        physical or mental effort to affect an institution or set of institutions. In addition to defining the
        concept of institutional work, Lawrence, Suddaby and Leca (2011) also suggest that it could
        help solve long-standing problems in institutional research.

        The concept of institutional work would make it possible to highlight and analyze the complex
        relationship between individuals and institutions, in other words, to analyze the relationship
        between agency and structure. Second, the concept of institutional work emphasizes the need
        to take into account the recursive and permanent dialectical interaction between the
        organization and the institution. Third, the concept of institutional work is based on the analysis
        of actors’ contextual and reflective practices about the institutions around them, and then give
        more intent to the actors. Thus, it suggests neither determinism nor heroism and remains
        potentially sensitive, on the one hand, to the oppression of cultural, social and material
        structures, and, on the other hand, to the potential for the emancipation of the actors of some
        of these structures.

       To conclude, it would appear that the institutional work concept is intended to encourage
       researchers to take a different view of their research topic and to divert their attention from the
       ‘organizational field’. This would then make it possible to foster the relationship between the
       institutions and the actors that populate it by promoting an approach based on an understanding
       of practice and procedures rather than on results. Implementing institutional work would
       relocate the agency by diverting attention from the heroic entrepreneur’s dramatic actions to
       the small worlds of institutional resistance and maintenance, in which institutionalization and
       institutional changes are promulgated in the daily evolution of individuals and groups.

       The neo-institutionalist grid and the concept of institutional work seem to favor an
       understanding of the mechanisms underlying the institutionalization of esports in France. This
       is why, through two field surveys on the respective scenes of Mortal Kombat X and
       Hearthstone, we tried to apprehend the institutional crumbling and the dichotomy of the French
       esports scene to the prism of neo-institutional theory.


                3.   Methodology


        Our pluridisciplinarity leads us to describe our method as 'mosaic' (Clark, 2005). Indeed, the
        use of different field methods allows us to focus on the commitment of esports actors. Thus,
        we propose three methods to approach the esports’ institutionalization, namely (Table 1):

                -      The ethnography of 33 offline videogames tournaments;
                -      10 interviews with French actors with different functions within the French
                esports ecosystem;
                -      A corpus composed of legal and parliamentary documents and press articles on
                esports.




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                                            Table 1. Methods and fields

                                                               Semi-directives            Corpus and
                       Observations and ethnographies
                                                                 interviews             documentations
                                         Officials actors’
                   33 LAN                gatherings and
                                          competitions

                                                                                           Laws and
                                                                                          parliament
                                            Associative                                 documentations
                                         (Stunfest, general
                                        assembly of France    10 interviews with
                   20 Hearthstone           Esports…)         politics, industrials,
                                                               and esports actors
                   11 MKX

                   2 Starcraft II
                                           Professionals                               Press specialized
                                         (E-sport Summit,                                (interviews and
                                          Dojo E-sport…)                                      datas)




       First of all, the ethnographic approach consists of immersing oneself in the esports scene
       through practice and to understand as well as possible what ‘doing esports' means. This
       immersion in two esports scenes (Mortal Kombat X and Herathstone) allowed, on the one hand,
       to highlight the tensions and the stakes of the definition of esports for the actors of this
       ecosystem. On the other hand, tournaments and teams’ ethnography show the structure at 'two
       speeds' of esports in France (Besombes, 2016). Thus, observations and interviews from these
       two ethnography reveal a kind of “institutional fragmentation” (Besombes & Vansyngel, 2017).
       The choice of these two esports scenes as research field is mainly due to the appearance of new
       video games mobilizing players who create competitive events. Indeed, for both ethnographies,
       the researchers were able to participate in the mobilization of their actors and observe their
       structuring.

       This institutional fragmentation seems to have resulted in the impressive rise in number of
       competitions, tournaments and championships – professionals and amateurs. However, this
       multiplication seems to obstruct the understanding of competition circuits and their rules, for
       the media, the authorities, the public and sometimes even for competitors. Then the interviews
       relate the testimonies of the actors involved in the creation of the association France Esports
       and the reasons behind the initiative of the Ministry of Finance – which aim is to build a legal
       framework. Finally, the corpus analysis was divided into two parts. These two parts deal
       respectively with what was voted by the government in 2016 and how the esports is treated in
       the newspaper Le Monde. The analysis of the press articles highlights three distinct periods
       during which the media discourse evolves and testifies to the appeal of the development of
       video game competitions as a market.

       From these three methods, we analyze the results of prisms from our three scientific
       perspectives  –  sports science, sociology and marketing. We develop an interdisciplinary vision
       of issues related to the esports' institutionalization in France, with a view to objectifying the
       ongoing institutionalization process. Therefore, we believe that this attempt at cross-analysis
       between methodologies from the sports, marketing and sociological spheres puts into
       perspective a multidimensional interpretation of the esports’ acknowledgement. Our objective
       is to analyze the recognition of esports by the French government and to understand the
       mobilization of stakeholders by developing a 'competitive gaming industry' (France 24, 2017).

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                 4.   Case study: singularity of French institutionalization

       In France, the esports’ institutionalization raises a lot of questions as to the nature of this
       practice, but also questions relating to its governance. Indeed, the boundaries between
       ‘traditional sport’ and ‘electronic sports’ are not clearly delimited (Besombes, Joncheray &
       Richard, 2015). While the French Ministry of Sports does not wish to recognize esports as a
       sport, the French public authorities seem to contribute to its recognition and professionalization.
       Indeed, the unprecedented gathering of three major actors in the sector (publishers, players,
       promoters) organized by the association France Esports had helped promote actors’ dialogue
       with public authorities. Thus, the professionalization of competitive video games practice was
       envisaged by the legislator through two decrees:

           -    Decree n°2017-871 of 9 May 2017 on the organization of video game competitions,
                supervised by the Ministry of the Interior;
           -    Decree n°2017-872 of 9 May 2017 on the status of salaried professional players of
                competitive video games, supervised by the Labour Ministry.


       The latter aims respectively to set financial equilibrium thresholds and ratios that a video game
       competition must comply with, the procedures for reporting video game competitions to the
       central races and games department and the conditions for participation by minors in video
       game competitions. They also define the conditions for obtaining the required accreditation for
       the employment of professional video game players, the conditions under which a contract may
       be concluded during the season, and establish detailed rules for determining the start and end
       dates of video game competition seasons. The legislator then provides a new legal framework
       which aims, on the one hand, to encourage the organizers of competitions which were
       previously prohibited by ARJEL, and, on the other hand, to provide a status adapted to the
       esports’ specificities.

                               Table 2. The “two speed” world of French esports scenes.
                                      Hearthstone and Mortal Kombat X examples.

                                                       Associative teams                   Professional teams

                   Media Coverage                            Weak                                 High
                                                            Amateur                    Professional & Invitational
                     Participate at
                                                          Competitions                       Competitions
                                                   Local, regional or national                International
                    Type of event
                                                          Tournaments                         Tournaments
                                                                                       Private
            Who organized competitions?        Communities          Associations                      Game Publishers
                                                                                      Companies

                                               Kayane session         Stunfest
                                                                                   EVO (Shoryuken) Fatal 8 Exhibition
                                                 (Kayane)          (3 Hit Combo)
                  Examples for MKX                                                 MKX Pro League      (Warner)
                                                Born 2 Fight        Armor Break
                                                                                       (ESL)       MK Cup (Warner)
                                               (YUZU Clan)          (GameLine)

                                                                                                          Hearthstone
                                                                                                             World
                                               Mad Cup (Mad                           ArmaCup
                                                                 INSALAN (Insa)                          Championship
                                                  Corps)                             (ArmaTeam)
               Examples for Hearthstone                                GA                                  (Blizzard)
                                                Wanna War                           GOCS (Gamers
                                                                   (Futurolan)                            Hearthstone
                                                (Wannawar)                             Origin)
                                                                                                         Global Games
                                                                                                           (Blizzard)




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       However, as we see in Table 2, there are two facets of esports practice: (i) associative practice
       and (ii) professional practice. Two distinct models seem to coexist, whether for organizing
       events or managing teams. On the one hand, we observe an associative model, where the
       practice of amateurs is dominant, supported by many communities, associations of local and
       national players specialized in online esports events. On the other hand, there is an
       entrepreneurial model, mainly international, much more spectacular and widespread than the
       first practice model, and which favors the elite of professional players.

       From now on, the French government and private actors (two large associations and eight
       professional founders of France Esports) have set up a normative and legal framework which
       has imposed a normative way of practicing esports, thus contributing to its institutionalization.
       The creation of the France Esports association brought together fragments of the French esports
       scene, while its affiliation with the Ministry of Economy seems to mark a break with the two
       pre-existing sports models. This collaboration transforms esports by imposing its
       institutionalization on the political agenda. In one year of existence, the "groupement d’intérêt
       économique" (i.e economic interest group) has become an "association", open to all esports
       enthusiasts in France and promotes dialogue between the esports’ actors and the French
       authorities.

       Despite this democratic act of the founding members, questions arise as to the divergent
       interests between the political sphere, non-profit organizations and professional actors. The
       public recognition of esports in France can then be seen as the desire to consider esports more
       as an industry rather than a sport. An interest that converges with that of industrialists outside
       the esports sphere (Red Bull, McDonald’s, Coca Cola…) or that of the "traditional media" (such
       as television channels): since it is indeed a young practice of "young man users and spectators
       are easy to target for who wants to get involved in esports"  –  said a man representing a banking
       group at the Esports Summit 2017 in Paris. If the traditional sports model can be adapted to
       esports practice, the logic of the French actors seems to favor the development of an industry.
       As a result, certain players and associative actors seem to have been disavowed by the Ministry
       of Sports, even if today three ministries (economy and finance; internal affairs; and labour)
       supervise the esports’ institutionalization.

       The esports’ institutionalization in France raised a lot of political (organizational model),
       economic (industry growth) and social (educational and professional training, monitoring of
       players) issues. This is why the government wishes to establish a legal framework for the
       players, whereas the actors of the sports scene and its industry rather wish economic support of
       their activity and their development. For companies outside the sphere of esports, the objective
       is clearly to (re)conquer young consumers, whereas for esportives, the main challenge is to
       legitimize a way of living and practicing a common passion in everyday life - a task in which
       they do not seem to be invested.

       Conclusion

       While France participates in a worldwide movement of recognition of esports by the public
       authorities and thus of "sportivisation" (Bordes, 2008) of competitive video games, the lack of
       interest of the French Ministry of Sports distinguishes it from the South Korean "sportification"
       process (Parlebas, 1986), which highlights cultural differences. Unlike the French
       institutionalization, the South Korean government is concerned with the development of esports
       and has created an entity specific to esports, the Korea e-Sports Association (KeSPA) since
       2000.



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       If the current results tend to show that institutional legitimation by the traditional sports sphere
       seems blocked in favor of the development of economic activities. However, the apprehension
       and analysis of the institutional work under way on the French scene point to the emergence of
       new prospects, as evidenced by recent investments in esports by professional clubs, notably
       football clubs such as Paris Saint-Germain and Olympique Lyonnais. The discussions initiated
       with sports authorities such as the International Olympic Committee at the international level,
       seem to mark the beginning of the recognition of activity by the modern sports world despite
       the partial disinterest of the French sports authorities.

       As we underline in this presentation, the esports’ recognition by the public authorities, wanted
       by the prime actors of France Esports in 2015 tends to mark the establishment of a market and
       an industry. The French example of the esports’ recognition does not allow action and
       consultation on other works than the construction of its market. This overlooks then what
       concerns the body and health of the players, the learning of the esports profession, or the
       integration of esports in school and university training. This is what the recognition of esports
       as a sport allows; for example, in Geneva, at the end of a school day, children will be able to
       try their hand at esports from September 2018 through extracurricular activities.


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