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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Aiming for validity: The experience of conflicts in legitimacy judgments in esports actors and new grassroots activism</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Joaquin Cestino-Castilla</string-name>
          <email>joaquin.cestino@ju.se</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Joseph Macey</string-name>
          <email>joseph.macey@tuni.fi</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Brian McCauley</string-name>
          <email>brian.mccauley@ju.se</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Centre of Excellence in Game Culture Studies, University of Turku</institution>
          ,
          <country country="FI">Finland</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Gamification Group, Tampere University</institution>
          ,
          <country country="FI">Finland</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>MMTC, Jönköping International Business School, Jönköping University</institution>
          ,
          <country country="SE">Sweden</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Esports is a phenomenon which continues to grow in socio-cultural and economic importance, yet it remains at the edges of mainstream society. To date, there have been few works which address the topic in terms of legitimacy, particularly the micro-processes of legitimization. Given that the esports system is one which currently operates outside wider societal practices, the lived experiences of actors in the ecosystem can offer valuable insights into the world of esports. This research employs IPA in order to understand how actors in organized grassroots esports movements make sense of their individual experiences and actions. A series of novel contributions are provided by this work. First, micro-level theories of legitimacy are applied to a phenomenon which has recently come to mainstream attention, one which is at the same time a business and a culture. Second, it is the first, in our knowledge, to apply a qualitative methodology to the explicit issue of legitimacy in esports. Third, it adds to theories of legitimacy and institutional change by providing empirical insights into the circumstances in which the experience of conflicts in legitimacy judgments independently mobilizes actors, shaping collective action into grassroots activism efforts. Finally, it highlights tensions between international success and the foundations of grassroots esports.</p>
      </abstract>
      <kwd-group>
        <kwd>1</kwd>
        <kwd>Esports</kwd>
        <kwd>Legitimacy</kwd>
        <kwd>Grassroots</kwd>
        <kwd>Activism</kwd>
        <kwd>IPA</kwd>
      </kwd-group>
    </article-meta>
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  <body>
    <sec id="sec-1">
      <title>Why do some individuals become activists</title>
      <p>to legitimize esports when faced with the
general perception that their activities are not
acceptable or desirable, despite the personal
cost and with no obvious return in sight?
Traditionally, scholarly accounts of these
individuals, mostly made in retrospect once
legitimacy has been achieved, present them as
resourceful agents of change and foresight7.
These accounts, however, barely explore what
makes an ordinary activist when even the
possibility of change has yet to be imagined.
Theories of legitimacy42 have recently started to
understand how institutional change may stem
from actor level experiences of legitimacy
judgments2. Theories on activism and
institutional change have traditionally been
interested in the role played by institutional
contradictions in the organization of change
initiatives, often describing agents of change as
35. Yet, fundamental questions
remain as to why, how, and in what form
individuals initiate and organize change
initiatives31. Recent theoretical advances on the
multi-level of legitimacy are starting to provide
useful tools to answer these questions and,
particularly, how individual experiences of
legitimacy (or lack thereof) can connect
collective action with the personal stories of
change agents.</p>
      <p>The practice of esports provides a uniquely
rich empirical setting to study individual level
legitimacy issues and the emergence of change
initiatives. Esports, defined as competitive
video gaming, is a complex and multifaceted
activity17 that has rapidly developed into a
phenomenon of global significance32. However,
as a consequence of its relatively recent
emergence, and despite massive global
audiences, esports continues to struggle with a
lack of structures, regulation and governance
that leads to issues with legitimacy22. These
issues stem from a combination of factors such
as the definition of the context, the multitude of
relevant stakeholders and the rapid expansion
of the context32. The ongoing question of where
esports is located in reference to traditional
sports perfectly encapsulates the multitude of
issues connected with legitimisation20. For
example, grassroots esports organizations may
not be able to access the same funding
instruments as other grassroots sporting
organizations, similarly the status of esports
affects the ability of competitors to secure
travel visas for international competition21,27. In
this context, activist movements of amateur
video gamers are appearing and expanding in
attempts to organize local esports, to bring
about legitimacy and support for their
activities27. Despite the significance of esports,
there is little work which directly addresses
issues of legitimacy, with what little there is
being framed in reference to governance at
national and international levels47,19.
Furthermore, the esports ecosystem is uniquely
self-contained, isolated from wider societal
connections as the assemblage of practices
(playing, watching, governing) are often
performed by the same actors36. This suggests
that the lived experience of these actors offer
significant insights into the world of esports.</p>
      <p>Accordingly, this research is guided by the
following question: how do personal
experiences of legitimacy trigger and shape
actor mobilization and collective action in
esports? We employ interpretative
phenomenological analysis (IPA) in order to
examine how actors in organized grassroots
esports movements make sense of their
individual experiences and actions.</p>
      <p>This work provides various novel
contributions. First, it applies multi-level
theories of legitimacy to esports: a phenomenon
which has recently come to mainstream
attention, one which is at the same time a
business and a culture, a phenomenon with both
local and international characteristics. Second,
in our attention on ongoing actor level
experiences and actions that we observe
through interviews and observations , it is the
first, in our knowledge, to apply a qualitative
methodology to the issue of legitimacy in
esports. Importantly, our study provides a better
understanding on how collective action is
triggered and shaped by the personal
experiences of esports actors.</p>
      <p>Mass movements and activism for societal
and institutional change seem to be common
attributes of human organizing31. Questions
related to why, how, and in what form
individuals become agents of such change
initiatives have endured in organization
studies15,35. Initial attempts to address these
questions largely centered on field-level
conditions that enabled or constrained
opportunities for institutional change
processes8,33. Later efforts made convincing
theoretical arguments about how institutional
contradictions lead to collective action for
change on the part of embedded agents; that
institutional contradictions would potentially
unreflective and passive mode to a reflective
35. As such, individuals would
then perceive some institutional arrangements
to no longer be inevitable, resulting in
collective action for change.</p>
      <p>Recently, empirical studies have become
increasingly interested in how individuals come
to participate in activist movements, shaping
identities and organizations9,38. Yet, questions
linger in relation to both the formation of
tive and
reflexivity in collective activities and agency31.
Specifically, despite the recent attention, we
still know few empirical details about how
actors individually experience institutional
incompatibilities2,43 and how these personal
experiences of contradictions may result in a
reflective shift of consciousness shaping their
mobilization for collective action. Some
approaches to these questions have relied on the
concept of legitimacy.</p>
      <p>Legitimacy has become a pivotal concept in
management studies43. The most widely used
definition of the term legitimacy in
system of norms, values, beliefs and
42,6. It is generally accepted that
communication and non-verbal actions
the legitimization of an entity by skillful
actors44. Perspectives on the perceptual, and
evaluative, nature of legitimacy have focused
on the resulting opportunities for strategic
1,48. This is
our theoretical focus. Based on this assumption,
a large body of research has studied different
types of strategies by which individuals attempt
to gain legitimacy in institutional contexts. This
process has been often described as being led
by actors who skillfully gain legitimacy for
their activities via impression management54,
social mobilization51 or cultural agency24,
potentially initiating institutional innovation13.</p>
      <p>Recently, multilevel theories of the
legitimacy process2 have started to explicitly
link macro dynamics of institutional change
with legitimacy micro-processes. At the
microlevel, individuals form their legitimacy
perceptions by combining two perceptual
inputs: percept
behaviors (i.e. propriety judgments) and
perceptions of what social norms are thought to
dominate at the collective level (i.e. validity
judgments)2. While propriety judgments are
based on the own personal belief that some
action, behavior or organization is acceptable
and desirable34, validity judgments depend on
the appearance of a consensus that some entity
is collectively considered appropriate in its
social context48. Research suggests that validity
judgments strongly influence assessments of
propriety28 and even condition the likelihood of
initiatives aiming at institutional change50.</p>
      <p>In conditions where conflicting judgements
on legitimacy exist, individual evaluators are
expected to be less affected by validity and
more likely to rely on, and express their own,
independent proprietary assessment.
Potentially, these judgments can drive
institutional change if they succeed in creating
a new validity judgment2. An extensive body of
work has assigned the origins of institutional
instability to macro-level phenomena, such as
environmental jolts13,37, and meso-level action,
such as organizational institutional
entrepreneurship26 which succeed in breaking
the perceived consensus. Recently these
perspectives have begun to be complemented
with micro-level arguments focusing on values,
beliefs, and activities in individuals.</p>
      <p>Studies providing actor-level explanations
to the occurrence of independent,
evaluativemode propriety judgments and the later
emergence of these alternative judgments in
public strongly hint at the central role of the
personal experience of legitimacy in these
processes. Additionally, actor-specific
characteristics, such as personal interest and
previous knowledge, also facilitate the active
processing53 behind independent legitimacy
judgments. There is some evidence suggesting
interests, social ties, power dependencies2 and
knowledge may encourage the expression of
deviant judgments3. Others have theorized the
important role that feelings can play in
perceptions of legitimacy16.</p>
      <p>Yet, there is insufficient integrated
knowledge on how individual experiences of
legitimacy result in more reflective and
independent legitimacy judgments, their public
expression and, eventually, the actor
mobilization in collective action for change. As
most actor centered legitimacy studies focus on
the actions of these actors in an ongoing
legitimizing process43 little is known about the
initial moments leading to the emergence of
agents of change and their emergent efforts at
legitimizing. Finally, current studies retain an
overarching focus on institutional
entrepreneurs7,18; largely already established
protagonists of change who are thought of as
resourceful actors, while less empowered
stakeholders, such as new grassroots
organizations, are less studied4.</p>
      <p>In sum, to fully understand the formation of
agents of change and activism, scholarship
requires the introduction of new methodologies
to the field43. This includes under-utilized
approaches to qualitative research (e.g., IPA) in
empirical settings brimming with opportunity,
and challenges, for the legitimation of new
activities, behaviors, and organizations. The
emerging field of esports offers such an
empirical setting.
painting, photography, etc. It may be that
because games have long been viewed as being
The majority of academic works concerning
esports introduce the topic with a series of facts
and figures which convey its importance,
whether in purely numerical terms (number of
active viewers, value of prize pools) or in
relativistic terms (rate of growth, comparison to
existing sports)20,25. Such practices indicate the
need to convince readers that esports is a topic
of significance, that its study is, in fact, a
legitimate undertaking. This approach is
consistent with other representations of esports
in mainstream media; despite its size, it features
comparatively rarely in established media
channels in comparison to traditional sports. In
essence, esports is not yet sufficiently
institutionalized within wider society; its lack
of established history and social presence
45.</p>
      <p>Prior work on legitimacy in esports has
predominantly been focused on the macro level,
specifically the way in which the definition of
esports impacts upon the formalized structures
guiding participation19,20. The issue which most
succinctly encapsulates this approach is the
ongoing debate concerning the question as to
whether or not esports can be considered a
sport. This issue is not simply one of theory, it
has many practical ramifications for all areas of
the esports ecosystem, for example, the
longterm viability of collegiate esports programs, or
of grassroots organizations depend on access to
funding afforded to traditional sporting
activities27.</p>
      <p>By examining esports through the lens of
36 highlight
that one of the most significant barriers to
acceptance of esports as a legitimate activity is
the apparent conflict between a playful activity
and the seriousness of formalized competition.
The extrinsic motivators of financial success
and increased social status afforded by esports
serve to reframe a leisure activity as a form of
labor, a phenomenon that has been observed in
many other aspects of contemporary digital
culture23,49. Yet, the fact that esports utilizes
video games is potentially that which
which have the potential to become serious, in
that they can be leveraged for income, e.g.,
cultural or artistic value in the same way as
other pursuits41.</p>
      <p>The characteristics of esports participants as
over-energetic, over-enthusiastic, and
overdynamic32 means that esports markets are
primarily shaped by those engaging as actors27.
At a regional level, amateur local actors engage
in advocating and legitimizing processes that
are designed to develop grassroots
institutions26, indeed, the energy and activity of
grassroots organizations have traditionally been
central to the rise of esports45.</p>
      <p>Until the question of esports as a legitimized
sport is resolved, legitimacy and governance in
esports remains obscured with power currently
residing in the hands of the individual game
publishers themselves22. Further issues which
complicate the question of legitimacy relate to
both the breadth and disparity of the individual
games included under the umbrella of esports,
and the disparate range of relevant
stakeholders32.</p>
      <p>In sum, esports is a phenomenon which is
both a business and a culture, a consumable
product which is at the same time local,
national, and global. In other words, esports
uniquely combine two factors theoretically
relevant for the study of the personal experience
of legitimacy and the initiation of actor
mobilization for collective action: first, its
emergence as a field and, second, the fact that
the social interactions taking place are
conducted in many different locations and
exposed to multiple and potentially
incompatible institutional arrangements.</p>
    </sec>
    <sec id="sec-2">
      <title>This research employs Interpretative</title>
      <p>Phenomenological Analysis (IPA)39 as part of a
social constructivist framework5 in order to
provide an understanding of the lived
experiences of grassroots esports actors. IPA
supports the collection and in-depth analysis of
participant narratives to reveal the idiosyncratic
and socially constructed meanings behind
personal experiences29. IPA permits a more
indepth exploration of underlying meanings of
informants' lived experiences and, as such,
requires smaller sample sizes than alternative
approaches40.</p>
    </sec>
    <sec id="sec-3">
      <title>Two prominent esports associations in</title>
      <p>Sweden were identified, Esport United and
Svenska Esportsförbundet. Esport United is the
largest grassroots esports organization in
Sweden with over 25,000 registered members,
and acts as an umbrella brand to support other
grassroots organizations throughout the
country. Svenska Esportsförbundet represents
Swedish esports as part of the European Esports
Association. Both organizations have emerged
from the grassroots communities within
Sweden and receive financial support as NGOs.
Within each organization we identified and
recruited three senior members who had
extensive histories within esports. Our six
participants were all males aged between 23
and 37, with each having a minimum of ten
within the scene.</p>
    </sec>
    <sec id="sec-4">
      <title>In total ten interviews were conducted in</title>
      <p>English with six interviewees. All interviewees
were informed of the scope of the project,
assured of anonymity, and provided verbal
consent to participate. Each interview lasted
between 30 and 180 minutes. A professional
transcription service provided transcripts of the
conversations to the research team. The
research conformed to all ethical guidelines and
requirements of the host institutions.</p>
      <p>A participant from each organization was
interviewed twice by author A via Skype (round
1). The four interviews were transcribed, and
initial analysis began in order to develop the
interview guide using an inductive approach to
coding11. As participant meanings are not
explicit, this approach supports the
interpretation of their experiential
sensemaking across multiple readings of, and
reflections on, each transcript39. Authors A and
B analyzed these first interviews and responses
were annotated, and emergent themes were
identified. These themes were interrogated to
develop key additional questions for the second
round of interviews. Author B then conducted
six semi-structured interviews based on this
question guide with all three members of each
organization (round 2). These six interviews
were combined with the initial four, giving a
total of ten. Extensive notes and memos of each
interview were produced and added to the
analysis. Information obtained via the
interviews was complemented with archival
data on the selected cases, including websites,
strategic documents, and other working
materials from each organization.</p>
      <p>Before commencing the primary analysis of
all ten interviews, an intercoder agreement was
developed based on the coding scheme
inductively developed in round 114. Multiple
readings of the transcripts to annotate
compelling or symbolic statements in the left
margin (subordinate themes), were then
translated into emerging themes in the opposite
margin. We identified how these arrayed,
leading to the development of a final coding
scheme to clarify and distinguish emergent and
potentially superordinate concepts. Continuing
the first step of IPA four-step process39, the
final coding scheme was applied to subsequent
transcripts, and extended as new subordinate
themes were identified. Iterative comparison
and discussion identified and reconciled
discrepancies, consolidated similarities, refined
codes and definitions, which were then
reapplied to all transcripts12. Through this
iterative process, we remained focused on
developing reliability through negotiated
agreement for the application of the coding
scheme. In the second step, patterns were
established across cases and documented in a
master table of themes for the group. In the third
step, author C engaged with the data, reviewing,
and auditing the themes to ensure they were
grounded and well represented in the interview
transcripts. This represented an external round
of coding; author C was excluded initially to
ensure impartiality at this stage. All three
authors then finalised agreement on the master
table and built the narrative account with
verbatim extracts used to support the analytic
account.</p>
      <p>The story which emerged from the data was
one in which participants encountered the
puzzling experience of judging some activities
appropriate, i.e., participating in esports, while
perceiving they lack validity in both wider
society and, to a lesser extent, the gaming
community. These episodes gradually lead
actors to critically reflect upon the legitimacy
situation of their valued esports activities, this
awareness often includes a deeply intimate,
emotional struggle when these actors encounter
conflicting judgments. Our cases show the
powerful effect that this combination has on
mobilizing them to legitimize esports. Because
the legitimacy conflicts these actors experience
is determined by the perceived lack of validity
of their propriety judgments, their collective
actions aim to achieve validity, in our case
through grassroots movements. In sum, our
cases provide details on three core aspects of
this tension between personal conviction and
wider perceptions of illegitimacy: 1) how early
stages of critical reflection emerge from
conflicting propriety and validity judgments; 2)
how the emotionally charged experience of a
puzzling lack of validity contributes to the
mobilization of the focal actor; and 3) how
particularities in these early experiences shape
the form of grassroots movements in the
collective legitimizing actions undertaken by
these actors.</p>
      <p>Participants commonly expressed conflicts
between the propriety they experience in their
gaming activities and the lack of validity of
these judgments outside their immediate
esports circle. Informant 2, for example, deeply
enjoyed esports because of the feeling of
th other people, the
relevance e.g., when losing a
, compared to
similar emotions in physical sports which were
easily understood by his parents). Similarly,
Informant 1 offers another exemplary
illustration of this conflict. When he and his
friends began organizing local area network
gaming parties (LANs) they realized
people want to compete in this stuff, which was
him, the greatest attraction in
however, they found that early
activity in the esports scene was frustrated by
the fact that they could not find outside validity
in line with their propriety judgments. When
organization that would work
organization [was]</p>
    </sec>
    <sec id="sec-5">
      <title>Whatever the set of norms used in their</title>
      <p>propriety judgments (e.g., friendship,
competition) the nature of the perception of
lack of legitimacy across our cases is one of
conflict between finding esports appropriate
and not finding validity in other evaluators.
This idea is clearly articulated in the
puzzlement experienced by Informant 6
parents have no idea what the kids are doing
online, there's a big gap between the parents and
the kids. And that's some part of it, I think, it's
because the parents or the adults in general
don't know what it is, and they don't know how
to talk about it, and they only read what's posted</p>
      <p>Highly mobilized participants commonly
reveal how the lack of legitimacy they
experience becomes a form of emotionally
charged personal struggle with others who
displayed negative attitudes toward esports,
typically parents, teachers, authority figures
and other validators. In these cases, the
drove
these
individuals
to
engage
in
validity perceptions. Informant 6 provides a
good example. He struggled with the</p>
    </sec>
    <sec id="sec-6">
      <title>Informant 2 details the</title>
      <p>problems he had because of his parents not
letting him spend enough time playing esports.
Importantly, it is this personal struggle that
informants explicitly link to their mobilization
to resolve their legitimacy conflict. Informant 6
knowledge about gaming, or esports. And you
know that it exists, and you know that it's in
some ways it can be a problem. But you don't
have enough tools to do something about it.
And that was one of the reasons that we applied
the situation experienced by Informant 1
of the first local esports associations in Sweden,
as well as national and international entities
which promote esports. Interestingly,
informants not reporting a similar personal
struggle are less mobilized. They, in a somehow
perfunctory way, make claims of lack of
legitimacy in esports, but we could not trace
these claims to any personal experience of
conflicting legitimacy judgments. Informant 4
offers a good example of how disappointments
in esports not linked to any particular
experience of illegitimacy lead to less
mobilized involvement in collective action. He
was a member of a team, b
good, so they weren't any tournaments...
[eventually] when they reworked some of the
characters I quit because they really weren't one
engagement in the grassroots movement in
helped them with a space they had [at a LAN],
and after that we just kept talking and playing
games and then I got involved in the
organiz</p>
      <p>One final noteworthy issue to emerge from
the data is that, despite the range of personal
experiences, every single interviewee with a
high level of mobilization felt that the most
appropriate means of securing legitimacy for
esports was through building strong, grassroots
support. Indeed, most were highly critical of
top-down attempts to promote esports and felt
that many larger organizations or companies
without understanding, or actually supporting,
the scene itself. Informant 2 expresses the
reason behind his grassroots movement
accordingly
understand[ing] esports. The solution was not
to throw money at it, but to engage people.
Informant 5
called [inaudible]... based on a group of people
that bought a server and enjoyed playing on that
inform parents, rather
for kids. I would say that's number one. I like
making possibilities that I did not have when I
to help other grassroots associations to create
developmental environments for youth.</p>
      <p>Importantly, although the interviewees
shared a common commitment to establishing
legitimacy via a bottom-up process, this did not
prohibit several distinct approaches. The most
commonly referenced approach was that of
education: educating parents, national
organizations, and authorities about the benefits
of both esports in particular, and gaming in
general; educating players about the demands
of esports; and educating coaches and trainers.
The second approach concerned building the
esports community: developing and advising
local and national associations; securing
funding for local clubs and teams; establishing
common standards and codes of conduct;
building the player base; providing access to
resources for disadvantaged youth; promoting
democratic values within the community.
Finally, increasing the professionalization of
grassroots esports was a significant activity:
providing increased access to training;
educating players about physical and mental
health issues; introducing dedicated esports
programs into educational institutions; reduce
gatekeeping; bringing structure to amateur
esports. These diverse sets of social norms,
providing both ownership of esports and
templates for collective action, were often
linked to the individual episodes and
trajectories of each informant.</p>
      <p>Our findings on how actor mobilization and
collective action are triggered and shaped by
the personal experience of legitimacy in esports
actors contribute to theories on the micro of
legitimacy and the emergence of collective
action for institutional change. Building on the
micro aspects of the legitimacy process2, we
provide empirical details on how actors
experience conflicts between proprietary and
validity judgments. We explain how the
personal experience of these conflicts embody,
at the actor level, the type of interinstitutional
incompatibilities that institutional logic theory
expects to drive the reflective shift in thinking
needed for actor mobilization and collective
action for institutional change35. Importantly,
our findings add key insights to these concepts,
suggesting how both the mobilization of actors
and the form of collective action that precede
institutional change are facilitated and shaped
by particular experiences of legitimacy
conflicts in the personal stories of potential
change agents31.</p>
      <p>Relying on the theoretical apparatus of the
micro of legitimacy, our data suggest that the
individual experience of conflicts between
propriety and validity judgments allows a
reflective shift in consciousness. Institutional
logics t
subjective exposure to multiple, incompatible
institutional arrangements may facilitate a
gradual shift in 35. We
provide details on the personal experience that
necessarily links subjective exposure to
institutional contradictions and shifts in
consciousness. In our cases, actors evaluate
esports as legitimate because it is congruent
with their social norms (i.e., propriety
judgment). These judgments, however,
contradict the dominant collective legitimacy
judgments (i.e., validity judgment) of key
evaluators in their environment. Unless in a
context of institutional instability, these
contradictions commonly result in the
suppression of independent propriety
judgments, reinforcing institutional stability2.
Yet, our data shows how this experience of
interinstitutional incompatibilities can result
not only in individual reflexivity but also in
actor mobilization for institutional change.</p>
      <p>Our research complements research on actor
mobilization and collective action for
institutional change by focusing on the initial
stages of new institutional engagements. Extant
research has explained how processes of
disengagement10 and "deinstitutionalization"30
gradually facilitate critical understanding, and
independent legitimacy judgments, in the
reflective shift of consciousness which drives
actor mobilization for institutional change.
Others, having theorized how feelings can
shape legitimacy judgments16, have asked for
further empirical exploration. Our data adds to
these accounts and suggests that, in some
actors, conflicting propriety and validity
judgments result in emotionally charged
personal struggles, thereby facilitating their
mobilization for institutional change.</p>
      <p>Crucially, individual engagement mobilizes
different actors in forms of collective action
that are shaped both by
experiences of legitimacy contradictions and
their personal stories. In our cases, this results
in different versions of grassroots movements
aiming for validity, each one of them focusing
on alternative sets of norms that originate in the
experience of propriety that potential change
agents have encountered in their personal
stories. We show how, in initial conditions of
institutional stability, the emergence of
conditions of institutional change are strongly
anchored in individual level experiences31.</p>
      <p>We advance research on esports by
complementing extant analysis on field level
legitimacy issues with the study of the micro
dynamics of legitimacy behind potential
institutional change. We employ a qualitative
methodology that allows the production of rich
insights on actor level judgments, feelings,
activities, and subsequent actions. A key insight
is that the conflict these actors experience early,
between proprietary and validity judgments, is
what allows a reflective shift in their
consciousness, mobilizing them to legitimize
esports. Although these actors evaluate esports
as legitimate because it is congruent with their
social norms (i.e., propriety judgment), this
judgment contradicts dominant collective
legitimacy judgments in key evaluators in their
environment (i.e., validity judgment). Extant
research suggests that these contradictions
result in the suppression of deviant judgments,
providing a protection to the existing social
order3. Our data, however, show how
emotionally charged experiences of
interinstitutional incompatibilities shape
reflexivity and mobilize actors. Because these
shifts in reflexivity and mobilization happen
independently in different actors, we also
provide key empirical insights into the
circumstances in which collective action forms
into grassroots activism and the emergence of
conditions for institutional change35.</p>
      <p>Finally, our study serves to highlight
tensions between international success and the
somewhat shaky foundations of grassroots
participation in esports. Field level aggregated
data says very little about the personal struggles
of esports actors that, despite the quantitative
growth of the field, continue to suffer from
judgments of illegitimacy. Our findings suggest
that both realities are not only perfectly
possible, but that they coexist and may linger
unless the actions of institutional change agents
succeed. As our focal actors have experienced
legitimacy judgment conflicts, so members of
their organizations and ordinary esports
practitioners do. Although esports activities
may exhibit high levels of propriety within the
circles where they transpire, while validity
remains in question by key external evaluators,
the legitimacy of esports, and their benign
effect on participants, will be elusive.</p>
      <p>Important limitations in this research open
opportunities for future work. Our sampled
organizations are grassroots movements in
Swedish esports and our insights may be
particular to this type of collective action in the
field of esports. Interviews to activists in other
types of collective actors may provide relevant
counterfactuals to our findings. Similarly,
although our small data set is particularly
adequate for IPA and the exploration of
individual feelings and judgments, it also
provides insights that cannot be easily
generalizable. Further research may benefit
from more extensive interviews and an
increased pool of interviewees (e.g., both
alternative organizations and other fields, such
as youth cultures). These efforts may increase
the external validity of our findings and sharpen
the theoretical extension of our insights.</p>
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