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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Local eSports media analyzed through the circuit of culture framework: Onet-RAS case study</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Mateusz Felczak</string-name>
          <email>mfelczak@swps.edu.pl</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Uniwersytet SWPS</institution>
          ,
          <addr-line>ul. Chodakowska 19/31 03-815 Warszawa</addr-line>
          ,
          <country country="PL">Poland</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2020</year>
      </pub-date>
      <fpage>1</fpage>
      <lpage>3</lpage>
      <abstract>
        <p>This paper focuses on the analysis of audiovisual materials according to the media circulation model of eSports-related content. Its aim is to assess the process of strengthening the commercial potential of formalized eSports enterprises in a relatively new, national market. This goal is achieved through looking at a case study of one of the leading media groups in the Eastern Europe taking interest in the eSports market and launching a multi-platform campaign to promote particular eSports titles, brands and initiatives in a short period of time. The methodological framework used for the analysis encompasses media circuit model developed through the work of British Cultural Studies. Paul du Gay and Stuart Hall's concepts used in the text involve aspects such as production, consumption, regulation, identity and representation. Data concerning the multi-platform informational shows, websites, social media presence and the overall business model of supporting the local eSports scene have been gathered in the period of six months after the initial investment made by the Onet-RAS media group in connection with ESL (previously known as Electronic Sports League) in August 2018. The main research outcome and thesis of the paper states that the media production supporting the eSports initiatives relies on network-based activities which do not necessarily change the models of consumption and engagement concerning eSports broadcasts, and instead rely on providing a know-how basis for potential contributors and content creators. In conclusion, it is argued that such media strategy can be named “edumotion” (education, promotion and emotion), as it equally involves knowledge sharing strategies and paid promotional content stimulating affectionate user engagement. Edumotion is aimed at introducing eSports fanbase to the new teams and business initiatives in a local market, while retaining a constant influx of eSports-related information to capture the attention of its core audience.</p>
      </abstract>
      <kwd-group>
        <kwd>eSports</kwd>
        <kwd>media consumption</kwd>
        <kwd>platforms</kwd>
        <kwd>circuit of culture</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>1.1</p>
    </sec>
    <sec id="sec-2">
      <title>Local eSports media ecosystem</title>
      <sec id="sec-2-1">
        <title>Circuit of culture model</title>
        <p>This paper wishes to contribute to the understanding how eSports, that is a form of
organized, competitive play, become a point of interest for major media companies and
are subsequently turned into a commodity distributed and curated through various
digital platforms. The key goal of focusing on the particular case study of Onet Media
Group is to look at strategies implemented by the local, yet relatively powerful media
conglomerate to control the emerging eSports market. Implementing Paul du Gay’s
circuit of culture framework allows to take into consideration strategies which involve
building on existing, grassroot communities and their engagement, as well as corporate
strategies, e.g. taking over existing media communication channels.</p>
        <p>
          The main purpose of the circuit of culture model is to identify the places in which
meanings are produced through a particular set of practices [
          <xref ref-type="bibr" rid="ref3 ref6">6,3</xref>
          ]. As there are several
ways of such meaning-making, determining through which channels the circulation of
ideas is advocated in particular media environments is a crucial step in the assessment
of business strategies aimed at influencing the whole process. Paul du Gay’s circuit of
culture model [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ] has been extensively used and enhanced throughout the media
studies [see 2, 3], and is implemented in this article as a scaffolding for an in-depth look
into the media circulation environment developed and maintained by the Onet-RAS
Media Group (further referenced as “Onet Media Group” or “Onet”) in the eSports
segment. It includes the following elements: production, regulation, consumption,
identity and representation, all of which can be employed to describe crucial aspects of the
media presence in a multi-platform environment. The overarching strategy executed by
the Onet Media Group concerning local eSports market has been studied since August
2018, which was the date of signing an official contract with ESL (previously known
as Electronic Sports League), a major eSports production company with worldwide
reach. Data analyzed in this study include VOD materials supported by participant
observation of live streamed broadcasts (especially three seasons of Misja Esport
program), Esportmania.pl website content, and activities documented through official
social media channels directly affiliated with Onet Media Group. From the legal
standpoint, in 2018 Onet-RAS officially joined forces with Ringier Axel Springer Polska.
However, for the sake of maintaining continuity between the initial eSports investments
made by the Polish media group and its currently applied market strategies, I will
consequently use the label “Onet” while referring to this now-subdivision of a larger media
entity.
        </p>
        <p>
          Commenting on du Gay’s model, Aphra Kerr agrees that the production and
consumption of the game-related media can be conceptualized as a “circular process” [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ]
(p. 103), especially considering the fact that game release is only a beginning of its
business life cycle. This is especially true in eSports, where it is mandatory to maintain
users’ interest even after the game goes through the cycle of patches and has been
adjusted to assure competitive balance. Kerr also observes that among British Cultural
Studies scholars, it is perhaps John Fiske who highlights the importance of interpreting
consumption as a productive process (1992), albeit his stance towards meaningful
consumers’ agency would be difficult to reconcile with eSports audience studies, which
seem to highlight local cultural contexts and political factors [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ] as the most decisive in
the assessment of fans’ agency.
        </p>
        <p>
          In the recent works regarding the production and consumption of eSports media [
          <xref ref-type="bibr" rid="ref17 ref8">8,
17</xref>
          ], the participatory elements of eSports coverages and performances were highlighted
as crucial for successfully establishing a mutual and satisfactory relationship between
the eSports media content creators and their target audience. Studies of user
engagement in the digital media also point towards the importance of social curation [
          <xref ref-type="bibr" rid="ref22">22</xref>
          ],
which with the proliferation of interactive tools offered by chief internet platforms
allow to harness the cross-platform sharing activities of fans and include them in the
business strategies. Twitch.tv clips (fan-made excerpts from the streamed material),
online memes generators and Reddit algorithms favoring most-liked visual content
support the new models of engagement, which in turn incentivize content creators to design
with the aforementioned tools and functionalities in mind. The analysis of the case
study of Onet-RAS Group involvement in the local eSports market proves the viability
of cross-platform, fan-focused approach, albeit with an important modification with
regards to its core content: the focus on providing business-related information which
have the potential to turn consumers and spectators into eSports content creators.
1.2
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>Local eSports business development</title>
        <p>ESL-Onet RAS partnership1 marked an important breakthrough in terms of local,
mainstream internet outlets interest in eSports. Shortly after the announcement, Onet RAS
Group officially joined Ringier Axel Springer Polska, which arguably strengthened its
impact on Eastern European market regarding content creation, curation and
dissemination, especially in terms of entertainment &amp; media sector. One of the chief
consequences of this merge was broader media coverage for key local eSports tournaments,
including 2019 Poznań Game Arena (PGA), where Autumn round of Polish Esports
League and Farming Simulator League were conducted for the first time on a public
event of such scale.</p>
        <p>The concentrated business effort to develop eSports market in Poland resulted in
establishing multi-platform media ecosystem, including Esportmania.pl portal
(responsible for news reports and short commentaries on recent developments in local eSports
scene), Misja Esport multi-platform program (a weekly hour-long TV-like feature
involving invited eSports personalities) and Polish Esports Awards initiative.</p>
        <p>In the following sections, these divergent media will be analyzed based on du Gay’s
media circuit model in order to assess the ways in which the eSports-related content is
produced and disseminated.
2
2.1
eSports circuit of culture</p>
      </sec>
      <sec id="sec-2-3">
        <title>Production</title>
        <p>
          In the section just before introducing the circuit of culture model, Paul du Gay names
computer games a form of “cultural software” [
          <xref ref-type="bibr" rid="ref2 ref21">21,2</xref>
          ]. More recent works which explore
the cultural significance of software – especially in the vein of software studies, which
insist on threatening the code as one of the most important forms of modern cultural
expression [see 7] – seem to follow British Cultural Studies in their insistence on the
importance of processes overseeing the ways in which cultural artifacts are produced
and circulated. In this element of the circuit, one needs to discover how “practices of
production are inscribed with particular meanings” [
          <xref ref-type="bibr" rid="ref21 ref4">21,4</xref>
          ], that is, not only how the
artifact is constructed in technical terms, but also how it is culturally positioned in terms
of its usage. I would argue that the software studies term expressive processing [
          <xref ref-type="bibr" rid="ref23">23</xref>
          ]
aptly contributes to this meaning of production by establishing a connection between
expression and rhetoric evocated by the digital cultural artifact.
        </p>
        <p>
          Just as the Walkman example in du Gay et al. analysis, Twitch.tv signifies a change
in contemporary media scape when it comes to both production and consumption of
video games. Its influence extends beyond the streaming platforms and forces
contemporary content providers to adjust to the certain audience expectations. The pressure of
immediacy requires the once well-established media formats, such as that represented
by the studio-talk Misja Esport, to include at least some forms of on-the-spot audience
participation. The global media landscape of eSports has also changed - from the
community-driven experience of fans organizing grassroot tournaments [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ] to
multi-million dollar industry with well-known brands sponsoring large-scale tournaments [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ].
The website Esportmania, one of the pillars supporting the divergent media strategy of
Onet Media Group, is a testament to this shift. Besides nowadays standard inclusion of
Twitter, Facebook and Twitch as additional plugged-in channels of communication, the
portal’s content predominantly covers sponsored professionals and large-scale events,
occasionally commenting on the latest advancements in eSports-related technology,
such as the AI algorithms posed against human players. The list of main categories on
the website include three games (Counter Strike: Global Offensive, League of Legends,
FIFA), Misja Esport, “business” and “hardware”. Esportmania site also uses embedded,
proprietary videos, which support or even substitute written articles. Materials
broadcasted in this format are predominantly focused on some forms of conversation or
interview. This approach goes well with promotional strategies aimed at introducing
audiences to new business initiatives and familiarizing them with changes in the eSports
tournament circuit2. The extended length of such videos allows for a more in-depth
insight for the more engaged eSports audiences, and the conversational, pre-recorded
studio format allows for the maximum control from the broadcaster.
        </p>
        <p>
          The flagship Onet’s initiative launched after the merger is a multi-platform
(Facebook live stream, Twtch.tv, embedded website Onet player, YouTube) talk-show
including three to five invited guests discussing topics concerning mainly local eSports
market. Misja Esport presents high production values, albeit the format is largely
copied from the Misja Futbol, program previously featured on the internet platforms
controlled by the Onet Media Group. As such, it makes no conscious effort to maintain
inclusivity standards3 regarding e.g. female guests, and the spokespersons invited to
take part in the program display varying levels of awareness when it comes to issues of
2 See interview with vice-president of ESL, Michał “Carmac” Blicharz, https://bit.ly/2RBmfOP,
last accessed 2020/02/28.
3 It is important to note that currently there are organized efforts to formulate guidelines regarding
inclusivity and social conduct standards in the area of eSports – a good example is AnyKey
initiative supervised by T.L. Taylor.
minorities or underrepresented groups in the professional eSports. That being said,
Misja Esport formula allows for the last ten to fifteen minutes of the show (the so-called
“extra time”) are a free-form discussion on topics introduced by the program host. This
is the place where the usual business-related issues yield to the more controversial
matters, when guests are encouraged to share their personal opinions. On third episode of
the third Misja Esport season, small part of the “extra time” was dedicated to the
Activision Blizzard ban of professional Hearthstone player involving his pro-Hong Kong
statement during a post-match interview[
          <xref ref-type="bibr" rid="ref24">24</xref>
          ]. Even though some Twitch.tv streamers at
the studio distanced themselves from such display of political activism and spoke in
favor of strictly obeying rules which force sponsored individuals to refrain from any
form of involvement outside the play frame [see 11], the host summed up the discussion
by expressing the need to be more aware of eSports as a place of sharing culturally
significant messages – including the ones which may go against the corporate business.
This can be read as an attempt at evoking personal, emotive involvement in the eSports.
Given the grassroot origins of local eSports initiatives, the business-focused materials
must be balanced with stories referring to the cultural symbols and traits recognized by
the local eSports fandom, and these include the struggle against the state authorities
which initially were reluctant to support the new forms of collective, computer game
play. Interestingly, nowadays the discourse has shifted, and eSports fans in Poland (and,
to same extend, also Eastern Europe) are gradually subsumed by the nationalist rhetoric
sponsored by the state. During the aforementioned PGA Arena an official Polish
national team competed for the Tekken 7 and PES2020 teams to enter 1th Esports World
Championships 2019. The sponsorship deals are similar to those issued for football
teams, and the merge of promotional strategies for eSports and other, already
wellestablished “traditional” sports gradually becomes a new business standard. In that
regard, taking control over both emotional/affective and business aspects of large-scale
eSports is already starting at the production stage, and is carrying over to the other parts
of the media circuit – with visible interests from the state-level groups of interest, eager
to use eSports media presence and market penetration for their own agenda [see 2].
Esportmania.pl website regularly features news-like articles reporting the personal
transfers and matches of Polish National eSports Team; such content gets increased
visibility through the regular, albeit short notes appearing on main site’s front page.
Thus, it can be argued that Onet Media Group partially contributed to paint the picture
of eSports as “a key area of nationally specific and global popular culture”, which has
been claimed by Hutchinson &amp; Rowe with regards to traditional sports [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ].
2.2
        </p>
      </sec>
      <sec id="sec-2-4">
        <title>Consumption</title>
        <p>
          In the assessment of the eSports related promotional strategies introduced by the Onet
Media Group it is crucial to ask about their target audience. The selection of Misja
Esport guests would suggest aiming at gamer audiences who are interested in streaming
content in general, not so much in eSports in particular. The inclusion of YouTube
personalities, sometimes even variety streamers [see 12] or influencers experimenting
with online music industry would suggest the overarching goal is to reach out as far as
possible to ensure maximum market penetration. The significant portion of invited
guests can be labeled as professionals, i.e. individuals who “have entered into
agreements with platform providers like YouTube to enter into their walled gardens and
participate under the terms of service of these platforms” [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ]. Data gathered throughout
the period of participant observation conducted at the time of live broadcasts of Misja
Esport suggest that the audience – especially during Facebook live streams – notice and
comment on this issue. The majority of comments pointed out the discrepancy between
the declared eSports-centered main theme and the range of topics on which guests share
their expertise. It is important to note that the local eSports market has relatively few
professionals with both experience and willingness to share their insights during the
hour-long online program, which may well contribute to the fact that the showrunners
have to rely on people with relatively little interest in the eSports market.
        </p>
        <p>Misja Esport is primarily aired weekly on a Onet VOD platform, but whole episodes
are subsequently posted on YouTube, and several derivative formats – selected clips
from episodes or extra video content under the umbrella brand Esportmania are
distributed through Twitch.tv, Facebook, and occasionally other social media. This facilitates
cross-platform media convergence, which opens up the possibility of active fans’
participation and content curation, but at the same time limits the opportunity of
conducting constructive criticism and other collective actions, mainly due to the issue of
audience fragmentation [see 13, 14].
2.3</p>
      </sec>
      <sec id="sec-2-5">
        <title>Regulation</title>
        <p>The attempts at moderating the online content has to take into account multiple groups
of interest, from platform owners and corporate investors to eSports players and their
audiences. Although it is noticeable that the language of eSports programs, clips,
interviews and other online materials posted on Esportmania follow certain internal
guidelines, the invited guests and spokespersons have relative freedom when it comes to
sharing personal stories and opinions. The Big Stories section on the website, which
features longer texts (also periodically advertised on the front page), presents a very
wide range of topics, ranging from international politics4 to inspirational stories about
eSports careers. The second category corresponds with the range of topics on the Misja
Esport agenda: the narratives on how to achieve success in the eSports industry are
among the key persuasive messages sent by this particular program and Onet Media
Group content in general. This educational content is tied with broader promotional
strategy: successful personalities share their road to sponsorship deals and are
encouraged to mention brands which “enabled” their development as eSports professionals.</p>
        <p>
          Navigating the streaming media environment in terms of both formal and informal
regulation practices is crucial to understand the mutual synergy between the
influencers/content creators and game designers/companies invested in the eSports industry on
the development side [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ]. The Esportmania content creators, including journalists,
program hosts and social media managers, are careful not to err on the side of allowed
content, but the potentially inflammatory topics are included in the forms of stimuli for
the discussion. Thus, issues such as “women in eSports” are highlighted in the
promotional materials – usually in the form of short excerpts from the Misja Esport programs
– and posted as separate clips on YouTube or circulated via social media channels with
a call-to-action title, often ended with a question mark. Such media dissemination
strategy works in favor of stimulating affective response in the audience; the particular
outcome of this engagement is secondary to the attention and internet traffic generated by
it. Even though the percentage of materials featuring underrepresented groups in
eSports compared to other eSports business media outlets is relatively high, they function
more like an attention-grabbers rather than integral elements of a broader media
strategy. However, given the state of the local gaming-related media circuit, the sole fact of
providing a media platform for the efforts aimed at enhancing the visibility of women
eSports can be considered an important step in the direction of implementing inclusivity
standards.
2.4
        </p>
      </sec>
      <sec id="sec-2-6">
        <title>Identity</title>
        <p>The attempts at creating a consolidated brand image of Esportsmania is clearly visible
in most of the Onet Media Group internet activities, although the relationship between
the contracted content creators and advertisers highlights a number of issues connected
with the arguably outdated media formats. Misja Esport follows a man-dominated
“expert panel” modes of featuring topics, which arguably does not correspond well with
the more interactive interface of modern streaming platforms. What is more, the key
advertisers – in this case Old Spice brand – incentivize the program hosts to include
hybrid forms of promotional campaigns, aimed at “playful” approach to building brand
presence and identity with connection to eSports. The last broadcast of Misja Esport in
2018 featured one of the contracted streamers who was faking the act of washing his
hair in front of the audience gathered in the lobby at the time of one of the local eSports
tournaments. This act was part of the Christmas competition: the aforementioned
streamer allegedly lost a bet, and as a result was “forced” to let his dreadlocks be
washed by the Old Spice employee. The discrepancy between the “expert desk” format
of Misja Esport and the stand-up act featuring blatant brand promotion was a testament
to the difficulties which have to be considered in the cross-platform promotional
strategies, especially if they involve a medium that allows the audiences to be as responsive
as in the case of social media and streaming platforms.</p>
        <p>
          As it was observed by T. L. Taylor, successfully functioning in the streaming media
context means “(…) jettisoning an old network era model, and imagining a media future
that understands the role of the internet, interactivity, and on-demand and
contextdriven viewing” [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ]. The Onet Media Group attempt at re-integrating some of the
elements from previously successful formats (such as Misja Futbol) arguably fail in the
confrontation with the demanding eSports audiences. The additional issue connected
with the question of identity falls on the cultural capital which is needed to consume
the eSports content. Albeit the Esportmania website attempts to diversify content in
order to attract the more mainstream consumers, the news-like format fails short of
alleviating the difficulties involved in following the more in-depth broadcasts. Coming
back to the British Cultural Studies critical vocabulary, the decoding phase of
communication requires external knowledge, which is not made available by the content main
provider - “if the meaning is not articulated in practice, it has no effect”[
          <xref ref-type="bibr" rid="ref7">7</xref>
          ]. The
educational message is covered only in its business aspect, and even entertaining tutorials on
how to become a successful streamer still require a significant portion of foreknowledge
to achieve its desired goal: the identity is based on exclusion rather than successful
inclusion, even if the business perspective demands broadening the scope of audiences.
2.5
        </p>
      </sec>
      <sec id="sec-2-7">
        <title>Representation</title>
        <p>
          The issue of inclusivity leads us to the representation, which, along with identity, in the
circuit of culture model remains on the “visible” side, at least from the perspective of
the general audience. What a given cultural artifact “represents” is a matter of discourse
– or, referring back to the software studies framework of expressive processing, also a
matter of communication between its constitutive elements [
          <xref ref-type="bibr" rid="ref23">23</xref>
          ]. How the Onet Media
Group eSports strategy operates is thus dependent on the algorithms of knowledge
transfer between the instances which normally function in their respectable niches –
bubbles of information micro-circuits. Fans are following streamers and YouTubers
who become e.g. Misja Esport contracted content creators, but these people do not
cease to conduct their activities in connection with other media outlets. Commentating
eSports events, hosting podcasts, creating YouTube guides and maintaining social
media presence demands various forms of affective labor [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ], which do not always leave
enough place for maintaining professional integrity in the advent of the popular
“personal branding” strategies.
        </p>
        <p>
          In terms of identity Esportmania succeeds in part which involves creating an image
of a semi-professional eSports fan, an individual who follows the news, knows which
sponsor takes care for her favorite team, appreciates the business coaching from
YouTube and Twitch.tv influencers and accepts the occasional advertising input while
consuming the online media. However, this may get problematic in juxtaposition with
the issue of representation: what is present in the visual form (e.g. women in eSports),
does not necessarily translate into “invisible” discursive inclusion, which manifests in
practices of day-to-day media consumption. In the “media entertainment” phase of
esports [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ] this aspect of eSports business would demand more attention from both
content providers and fans alike.
3
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Edumotion at play: Moving the circuit</title>
      <p>This article argued that the combined aspects of business education, brand-themed
promotion and affective emotion characterize the core pillars of Onet Media Group
strategy aimed at forging and maintaining eSports media presence in the local, Easter
European market. Through bringing awareness to the current state of sponsored eSport
teams, personal transfers and major tournaments staging local players, and maintaining
high levels of brand visibility while employing strategies stimulating affectionate user
engagement, Onet strives to thrive on the difficult market of eSports online media.</p>
      <p>To sum up the analysis through the circuit of culture model, I would like to suggest
the term “edumotion” as a label which can be used to characterize the strategy of Onet
Media Group with regard to eSports. The core idea of various strategies implemented
to secure the desired market share and curate the eSports-related media platforms relies
on three pillars: providing educational content, consequently pursue goals related to
promoting certain initiatives, and facilitating emotional response from the target
audience. Thus, education, promotion and emotion effectively become key elements of the
five cultural processes which put together complete the local eSports circuit of culture.
This model assumes a great deal of control over the said circuit; in the current
EasternEuropean media landscape the trend towards unification and cross-brand integration
regarding eSports initiatives is gaining significant momentum. By 2021, the StarCraft
World Championships will probably have been integrated in the IEM tournament
circuit, which means that the officially acclaimed best player will be announced after a
tournament in Poland instead of a tournament during Anaheim’s BlizzCon.
Furthermore, the new ESL Pro Tour initiative gathers major tournaments – and games,
including Warcraft III: Reforged, StarCraft and Counter Strike: Global Offensive – under one
umbrella company, which will also involve close partnership with DreamHack,
currently the largest digital games festival. It can be argued that at this stage of
development in the local eSports market, both Onet / Ringier Axel Springer Polska and ESL
focus on “branding” the large-scale tournaments, which means taking over the control
of their organization and distribution of the content generated through them.</p>
      <p>
        Edumotion understood as a framework sketch can be reconciled with some other
interpretative concepts, e.g. those presenting eSports-related streaming services (such
as Twitch.tv) as sites where visual and discursive strategies are used to capture and
occupy the chief users’ commodity – their attention [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]; similarly, the idea of eSport
as commercial gaming governed by the power of executive ownership [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] corresponds
with Onet’s attempts at shaping the discursive field of electronic sports.
      </p>
      <p>The final goal of this paper is to introduce the edumotion concept as a potentially
useful framework for assessing the development of eSports-related media circuit
outside the Easter European context. As such, the three categories of education, promotion
and emotion may work as a measure stick against the increasing commodification of
fan-based work in the globalized eSports business.</p>
    </sec>
    <sec id="sec-4">
      <title>Acknowledgments</title>
      <p>This paper is a part of the research project "Masowe wydarzenia sportu
el-ektronicznego w Polsce i w Hongkongu", no 2019/32/C/HS2/00614, financed by the
National Science Centre, Poland.</p>
    </sec>
  </body>
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