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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Perceptions of esports and esports athleticism among gamers</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Radosław Trepanowski</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Wu Li</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Juho Hamari</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Faculty of Psychology and Cognitive Science; Adam Mickiewicz University</institution>
          ,
          <addr-line>Wieniawskiego 1, Poznań, PL-61-712</addr-line>
          ,
          <country country="PL">Poland</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Gamification Group, Faculty of Information Technology and Communication Sciences; Tampere University;</institution>
          <addr-line>Kalevantie 4, Tampere, FI-33014</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
      </contrib-group>
      <fpage>10</fpage>
      <lpage>22</lpage>
      <abstract>
        <p>Esports, both as a form of sport and a plausible, legitimate career path, face strongly polarized views, providing a unique context for investigating the sense-making and perceptions of people across a variety of cohorts in relation to this phenomenon. This study explores particularly how gamers, defined here as individuals familiar with esports but not as athletes, perceive and make sense of esports and related careers. We gathered qualitative data through an open-ended questionnaire among 156 participants (83% male), representing 33 countries. The majority of participants were primarily situated in North America and Europe. Thematic analysis revealed four major themes in the perceptions of esports: Competitive Professional Gaming, Accessible and Inclusive Entertainment, Cultural Phenomenon and Lifestyle, and Economic and Industry Dynamics. For esports athletic careers, five themes emerged: Professionalism and Skill Development, Economic Viability and Livelihood, Instability and Sacrifice, Public Perception and Legitimacy, and Diversity of Roles. Our findings, by offering insights from the amateur perspective, extend existing research on esports and esports athletic careers. We highlight that esports is not only seen as a competitive domain and a form of entertainment with great cultural impact but also as an inclusive space and an industry with considerable economic potential. This study also contributes to the understanding of esports as a legitimate and viable career choice and delineates perceptions surrounding esports athletic careers. Finally, this study emphasizes the need for further research to explore more diverse perspectives on esports, aiming to delineate more clearly the distinction between professional and amateur esports athletes.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Esports</kwd>
        <kwd>career</kwd>
        <kwd>athlete 1</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Electronic sports, also known as esports, have been
defined by the Olympic Council of Asia [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] as “a
competitive sport where gamers use their physical and
mental abilities to compete in certain genres of video
games in a virtual, electronic environment.” At the
39th OCA General Assembly [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], esports was
confirmed as a medal sport at the 19th Asian Games in
Hangzhou, where from September 24th to October
2nd, 2023, 488 esports athletes from 31 participating
countries competed for gold medals of 7 esports titles
(e.g., League of Legends and DOTA 2). Tracing its roots
back to the 1970s when the first amateur tournament
occurred (e.g., [
        <xref ref-type="bibr" rid="ref3 ref4">3, 4</xref>
        ]) esports have come a long way.
One of the earliest official esports events was the
18th International GamiFIN Conference 2024 (GamiFIN 2024), April
2-5, 2024, Ruka, Finland.
      </p>
      <p>radtre@amu.edu.pl (R. Trepanowski); wu.li@tuni.fi (W. Li);
juho.hamari@tuni.fi (J. Hamari)</p>
      <p>0000-0001-9304-427X (R. Trepanowski); 0009-0002-1506-8430
(W. Li); 0000-0002-6573-588X (J. Hamari)
© 2024 Copyright for this paper by its authors. The use permitted under
Creative Commons License Attribution 4.0 International (CC BY 4.0).</p>
      <p>
        Nintendo World Championship in 1990 in the United
States [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Since then, esports has grown into a
1394million-USD industry [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] encompassing electronic
games, technology, culture, sports, business, and
media [
        <xref ref-type="bibr" rid="ref7 ref8">7, 8</xref>
        ]. This growth is highlighted by global
recognition from institutions such as the United
Nations and the European Union, both of which
indicate that it can play an important role in
sustainable world development [
        <xref ref-type="bibr" rid="ref10 ref9">9, 10</xref>
        ]. The
International Olympic Committee's recognition of
esports, evident in the organization of an Olympic
Esports Week in June 2023 in Singapore [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], further
strengthens esports’ status as a sport.
      </p>
      <p>
        Given such widespread recognition, scientific
interest in this field should not come as a surprise. In
fact, esports has been drawing researchers’ attention
since the early 2000s, with the first attempt to define
esports tracking back to Wagner’s definition (2006)
claiming that “Esports is an area of sport activities in
which people develop and train mental or physical
abilities in the use of information and communication
technologies” [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. In a recent study, Formosa et al.,
[
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] analyzed 461 peer-reviewed papers with
definitions of esports. The most-cited definition was
proposed from the perspective of human-computer
interaction, where esports was described as “a new
form of sport where the primary aspects of the sport
are facilitated by electronic systems; the input of
players and teams as well as the output of the eSports
system are mediated by human-computer interfaces”
[
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. From their thematic analysis, Formosa et al. [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]
identified nine major dimensions of current esports
definitions: 1) competitive gaming, 2) leisure activity,
3) organized activity, 4) professionalism, 5) spectators
and fans, 6) skills and training, 7) esports as an
extension of gaming, 8) esports as a sport item, 9)
gambling. Among those, competitive gaming,
organized activity, professionalism, and esports as a
sport were the most mentioned ones.
      </p>
      <p>
        This brings us to an important point. Often these
ways of characterizing esports arise from theoretical
deliberations or the perceptions of scientists, not from
the members of the community or the professionals
themselves. Of course some exceptions to this do exist,
such as the work of Freeman and Wohn [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ], which
explores the perspectives of both professional and
amateur players, or the study conducted by Chang [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]
on consumer perceptions of esports. In Chang’s study
[
        <xref ref-type="bibr" rid="ref16">16</xref>
        ], participants predominantly described esports in
terms of entertainment, its proximity to traditional
sports in terms of effort, and as a competitive activity
with both learning opportunities and potential health
risks. One participant in the study asserted that
esports should be considered a separate category
within the sports domain, due to the lack of physical
activity.
      </p>
      <p>
        From a different perspective, Örsoğlu et al. [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]
presented the viewpoints of young esports players on
community and parent perceptions of esports. The
authors revealed that esports are often perceived as
something unfamiliar and potentially hazardous.
Parents, as reported by the players, frequently
dismissed their esports pursuits and failed to offer
support, especially when compared to parents of
traditional sport athletes. Players themselves
perceived esports as a legitimate sport, with the
potential even to surpass traditional sports.
      </p>
      <p>
        Another study exploring community perspectives
is the one conducted by Vilasiś-Pamos &amp; Pires [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]
who examined teens’ perception of what a video gamer
is. Among the created categories, the authors
distinguished five types of gamers, two of which can be
related to esports: Celebrity-Platform-Gamer and
Professional-Gamer. These types of gamers were both
described as people playing for money, who
showcased their talents and gained fame. Professional
gamers, in particular, were seen as people who
compete in tournaments and spend a lot of time
practicing. In this study, esports itself was seen as a
professional opportunity.
      </p>
      <p>
        Adding to this, it is likely that the perceptions of
esports and esports athletes can be affected by the
stereotypical views of gamers that leaked onto them.
For example, some researchers suggest that such
perceptions of gamers as being unsuccessful, socially
inept, childish, unattractive or simply couch potatoes
[
        <xref ref-type="bibr" rid="ref19 ref20 ref7">7, 19, 20</xref>
        ], can also apply to esports athletes.
Furthermore, stereotypes related to gender, race or
ethnicity can also influence the perception of esports
and esports athletes. These, for instance, might include
the notion that women are underskilled and less
capable in esports (e.g. [
        <xref ref-type="bibr" rid="ref21 ref22 ref23">21 - 23</xref>
        ]) or in a broader
perspective, less effective in stereotypically masculine
tasks. Even more, in some cultures, gaming can be
perceived as a harmful, addictive and dangerous
activity, as seen in the societal Chinese views [
        <xref ref-type="bibr" rid="ref24 ref25">24, 25</xref>
        ].
All in all, despite this extensive knowledge, current
research seems to lack empirical explorations showing
how all this is reflected in the societal perceptions of
esports. Although some studies on this topic have
recently emerged [
        <xref ref-type="bibr" rid="ref16 ref17 ref18">16 - 18</xref>
        ], particularly those delving
into the professional perspective, a substantial
research gap persists.
      </p>
      <p>
        This issue also happens in another under-studied
area in esports – the esports athletic careers. Starting
from the mid-2010s, playing esports as a professional
has become a career option favored by the young
generation [
        <xref ref-type="bibr" rid="ref26 ref27 ref28">26 - 28</xref>
        ]. This career path offers an
opportunity to earn social status [
        <xref ref-type="bibr" rid="ref12 ref29 ref30">12, 29, 30</xref>
        ] and make
a living from it via various types of revenue including
players’ contracts, prize money or sponsorship deals
[
        <xref ref-type="bibr" rid="ref19 ref31 ref32">19, 31, 32</xref>
        ]. However, many questions about this
career path remain unanswered. For instance, what is
the journey from a casual gamer to a professional,
what are the skills and efforts required in esports,
what are the risks and obstacles awaiting future
esports players, and where to draw the line between
amateurs and professional esports athletes, are all
research questions open for exploration.
      </p>
      <p>
        In a recent study [
        <xref ref-type="bibr" rid="ref33">33</xref>
        ], researchers conducted
interviews with 25 Hong Kong teenagers and young
adults, predominantly students around the age of 20,
to investigate their perceptions of esports
participation. Several challenges identified in the study
resonated with those outlined in Salo's esports career
model [
        <xref ref-type="bibr" rid="ref34">34</xref>
        ], including the need to maintain a balance
between academic commitments and esports
involvement, societal negativity towards esports, age
limitations for practicing esports, the brief career span
of esports athletes, and the perceived lack of
transferable skills upon discontinuation. However,
some unique insights from amateur perspectives were
also revealed, though specific to the Hong Kong region.
Some interviewees noted a lack of parental support for
their esports pursuits, while receiving encouragement
from teachers and peers. Additionally, concerns were
raised about the high cost of professional esports
equipment, posing a barrier for aspiring esports
enthusiasts in initiating their careers. These insights
align to a considerable extent with the findings
described by Örsoğlu et al. [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ].
      </p>
      <p>
        Nevertheless, to date, only a few researchers have
studied esports athletic careers and related topics. For
example, scholars have modeled the transition from a
casual gamer to a professional esports player [
        <xref ref-type="bibr" rid="ref30 ref34 ref35">30, 34,
35</xref>
        ]. and investigated gaming motivations of
professional esports players [
        <xref ref-type="bibr" rid="ref29 ref36 ref37 ref8">8, 29, 36, 37</xref>
        ]. Smithies
et al. [
        <xref ref-type="bibr" rid="ref38">38</xref>
        ], for instance, explored the skills and
experiences of esports players. Among the few studies
on esports athletic careers, only a few studies [
        <xref ref-type="bibr" rid="ref33 ref8">8, 33</xref>
        ],
involved casual gamers while the rest were either
theoretical deliberations or were focused on
professional esports players.
      </p>
      <p>As the esports industry develops globally, there
remains a limited understanding of how society and
the gaming community perceive the career of an
esports athlete. Such an understanding is crucial from
an industry perspective as it reveals what future
esports talents expect from the industry. From an
academic perspective, this offers valuable feedback
from often-overlooked members of the esports
community, serving as missing pieces to enhance
future esports studies.</p>
      <p>
        Considering this, we note that although esports are
well and often defined in the literature [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ], research
lacks studies that report how the gaming community
perceives esports. Moreover, in the current literature
there are only few studies showing how
grassrootslevel participants perceive esports athletic careers.
These research gaps are substantial, as the present
studies fail to fully capture the diverse experiences and
perspectives within the esports community,
particularly those at the amateur level who may
possess unique insights into the field. As suggested in
the Esports Research Agenda [
        <xref ref-type="bibr" rid="ref39">39</xref>
        ], esports
communities exhibit fragmentation across different
layers, emphasizing the need for future studies not
only at the industry level but also at the participant
level. In an effort to address these research gaps and
advance the understanding of non-professional
perceptions of esports and esports careers, we
conducted a qualitative exploratory study. A thematic
analysis was conducted to provide insights into the
complex nature of esports as both a competitive field
and an emerging career path, and to deepen the
understanding of esports athletic careers.
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. Methods</title>
      <p>
        We conducted an online questionnaire featuring eight
open-ended questions to explore the esports-related
perceptions of individuals either non-engaged with
esports or engaged at an amateur level. The
questionnaire was distributed via social media from
December 2022 to February 2023, namely Reddit and
Facebook groups. Our selection of these platforms was
based on their widespread use and availability for
gaming- and esports-related discussions. For example,
as of March 3, 2024, the subreddit 'Gaming' boasted 39
million members, the subreddit 'League of Legends'
had 6.9 million members, the subreddit
'CounterStrike: Global Offensive' had 2.2 million members, and
the subreddit 'esports' had 159 thousand members
[
        <xref ref-type="bibr" rid="ref40">40</xref>
        ], making these platforms rich sources of potential
participants.
      </p>
      <p>After starting the study, the participants were
prompted to describe how they perceive esports and
esports athletic careers, along with their perceptions
of success and failure, both performance- and
careerwise in esports (the current paper analyzes only the
former). Subsequently, participants were asked to
provide information on their socio-demographic
characteristics and gaming habits. Only participants
who were of legal age, not professional esports
athletes, and lacked prior professional experience in
the realm of esports were considered for inclusion in
the study. No additional filtering criteria were
employed.</p>
      <p>
        Based on the methodology of thematic analysis as
suggested by Nowell et al. [
        <xref ref-type="bibr" rid="ref41">41</xref>
        ] and Tong et al. [
        <xref ref-type="bibr" rid="ref42">42</xref>
        ], we
explored this data for emerging themes regarding how
esports and esports athletic careers are defined. Two
independent coders created categories without any
pre-established framework, allowing for an inductive
approach to the data. Upon completion of the initial
coding phase, the categories were standardized for
consistency, adopting identical wording across the
dataset. A number of responses received multiple
codes. Inter-rater reliability was calculated to ensure
the robustness of the coding process, yielding
satisfactory results with intraclass correlation
coefficient ICC = .83 and 90% compliance rate for the
perceptions of esports, and with ICC = .70 and 85%
compliance rate for the perceptions of esports careers.
As per Koo and Li [
        <xref ref-type="bibr" rid="ref43">43</xref>
        ], values between .50 and .75
indicate a moderate reliability and values between .75
and .90 indicate a good reliability (calculated in IBM
SPSS 29). Thus, current coefficients suggest a
moderate-good reliability. The discrepancies that
arose between the raters were resolved by the
principal author.
      </p>
      <p>A total of 156 individuals participated in the study.
However, six responses were excluded due to
nonserious or joke content, such as insulting remarks
directed at specific individuals, and four were excluded
for being responses from professional esports athletes.
This resulted in a final sample of 146 participants for
the thematic analysis. The current dataset comprises
292 answers giving a total of 3978 words with an
average length of 13.62 words per response. Of the
participants, 16 were women and 122 were men (8
people did not provide answers or were of different
gender), with an average age of 25.88 years old (SD =
6.47, Mdn = 24). Gaming habits varied, with
participants playing video games on average for 17.73
hours/week (SD = 15.13, Mdn = 14). On average
participants were engage in esports for 8.74 years (SD
= 6.28, Mdn = 8), while playing esports titles for 9.29
hours/week (SD = 13.42, Mdn = 5) and spectating
esports for 2.42 hours/week (SD = 5.07, Mdn = 1). The
participants in our study originated from 33 countries,
with a predominant representation from North
America and Europe. Specific socio-demographic and
gaming habits-related information of the final 146
participants are presented in Table 1.</p>
      <p>Gender</p>
      <p>Man
Woman
Other/Refusal/</p>
      <p>Missing
Age
&lt; 20
20-29
30-39
40-49
50-59</p>
      <p>Missing
Country
122
16
8
15
97
27
5
1
1</p>
      <p>%
83.56
10.96
5.48
10.27
66.44
18.49
3.42
0.68
0.68
The disparity observed between the percentage of
individuals with esports experience and those actively
engaged in esports, either through playing or
spectating, can likely be attributed to the framing of
the survey questions. Specifically, participants were
queried about their experience in terms of cumulative
years, while their engagement was assessed in the
current period. Thus, even though some participants
had extensive experience over the years, their current
engagement might be negligible. In fact, some
participants noted that they either only play esports
games and do not spectate them, while others asserted
that their esports viewership is limited to major
tournaments, occurring only once a year, indicating
minimal current engagement.</p>
    </sec>
    <sec id="sec-3">
      <title>3. Results</title>
      <p>
        The initial codes were categorized into groups
describing similar ideas, which allowed us to
distinguish two sets of emergent themes, one for
perceptions of esports and one for perceptions of
esports athletic careers. For brevity, in case of
contradictory themes (e.g., perceiving esports as a
“real” career path vs. a time-wasting activity) we
combined and juxtaposed them within a single major
theme. Additionally, we conducted a correlation
analysis using Jamovi 2.3.28 [
        <xref ref-type="bibr" rid="ref44">44</xref>
        ] to examine the
potential relationships between the emergent themes
and various facets of esports engagement and
experience, as well as the socio-demographic
characteristics of the participants.
      </p>
      <sec id="sec-3-1">
        <title>3.1. Esports</title>
        <p>Answering the question of how they perceive esports,
the participants, in most cases, indicated its
competitive and professional nature, with some
considering it a pseudo-sport. Besides such
perceptions, the participants described it as an
entertainment that is both a part of their daily lives as
well as something that almost everyone can partake in,
regardless of their physical and mental
predispositions. Unsurprisingly, esports were also
described as an industry or a business. Based on the
aforementioned, we have distinguished four themes:
1) Competitive professional gaming, 2) Accessible and
Inclusive Entertainment, 3) Cultural Phenomenon and
Lifestyle, and 4) Economic and Industry Dynamics.
Each theme is further described.</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.1.1. Competitive professional gaming</title>
        <p>This theme considers esports a structured form of
competitive gaming at a professional level, regardless
of the game played. Participants indicated that esports
is no different than traditional sports, with organized
tournaments, professional teams, and individual
players competing for prestige, prizes, and
sponsorship and business opportunities. Similarly to
traditional sports, esports is seen as requiring a high
skill level, tactical and strategic abilities, rigorous
training, many cognitive abilities and great dedication.
Esports is often associated with competing for prizes
of the professional athletic path.</p>
        <p>(...) it's a high quality competition in video games.
Whether that be speedrunning, a solo game like
GTA Vice City, 1v1 games like SC BW, or team
games like LoL. It's a direct competition between
two or more people to see who is the better.
(Participant 60)
A professional environment for gamers to test
and prove their skills to the world. This more
often than not is in a Player vs Player format but
does not have to be. (Participant 7)
Playing video games at a very high competitive
level, and competing for prizes at that level.
(Participant 82)</p>
        <p>However, it was also not uncommon that esports
was considered a pseudo-sport or a joke in a number
of the responses. The participants often claimed that
esports unsuccessfully aspires to be a “real” sport or
that the infusion of sports elements into games
deviates from their original purpose, which is to be
enjoyable. Furthermore, in comparison to the
abovementioned game versatility of esports, some
participants believe that only specific games are
eligible to be called as such.</p>
        <p>A parody of a sports discipline that, however,
requires a lot of skill and training. (Participant
134)
(...) Destroying a fun activity by tryharding.
(Participant 20)
To me, esports is competing in competitively
viable video games. The definition of that will
change from person to person. But I wouldn't
consider a Mario Kart tournament to be esports
but rather a community event. Where even a
small Street Fighter tournament I'd consider
esports. (Participant 98)</p>
      </sec>
      <sec id="sec-3-3">
        <title>3.1.2. Accessible and inclusive entertainment</title>
        <p>Besides being seen as a professional area, esports are
also perceived as an entertainment that is both
accessible and inclusive. This category captures the
sentiment that esports provides a level playing field for
individuals regardless of their physical abilities,
cultural background, or geographical location,
differentiating it from traditional sports. There is a
prevailing belief that esports, compared to traditional
sports, is more likely to be accessible to individuals
with various disabilities and those who may be
otherwise marginalized or excluded from sport
participation.</p>
        <p>Esports is true equality in sports. A
physicallydisabled person who could not participate in
'regular' sports can participate in Esports. In real
sports, you have to have genetic advantages.
Some people are taller (NBA) some people are
faster or stronger. If a regular person trains as
hard as these gifted people, they will not achieve
the same level of greatness. In ESports, the main
factor in skills is hours spent. A
physicallydisabled person who could not participate in
'regular' sports can participate in Esports, and
there are many examples of physically disabled
Esports players. (...) What I'm trying to say is that
everyone should be able to chase 'greatness'
through some kind of 'sport' and ESports allows
hundreds of millions (if not billions) of other
otherwise-ineligible people to become 'great'.
(Participant 8)</p>
        <p>Almost all of the participants have noted that
esports are facilitated by technology, with most of
them indicating the use of video games played on
computers or gaming consoles usually via the Internet.
As such, while esports aspires to be an inclusive and
accessible domain, the necessity for Internet access
and gaming equipment may pose barriers to
participation for individuals who are less affluent or
reside in economically disadvantaged regions.</p>
        <p>Sport, but with a computer (...) (Participant 146)
A sport played using computers and computer
games. (Participant 128)</p>
      </sec>
      <sec id="sec-3-4">
        <title>3.1.3. Cultural phenomenon and lifestyle</title>
        <p>The participants also defined esports as a cultural
phenomenon that extends beyond its competitive
aspects. Esports, in this case, can be seen as a reflection
of the growing digitization of society, influencing social
behaviors and entertainment consumption.
Participants identified esports as an entertainment
that includes playing esports games and spectating in
order to relax and escape the everyday. The prevailing
perceptions suggest that esports has seamlessly
integrated into the fabric of modern life, exerting a
significant influence over consumption preferences
and even social behaviors. Participants draw parallels
between the spectatorship of esports and that of
traditional sports, underscoring the cultural
significance esports has assumed in contemporary
society.</p>
        <p>(...) entertainment to watch with a beer and
chips. (Participant 115)
Something fun to do, a time well-spent.
(Participant 142)
Esports is a beautiful variation of the sports we
watch every day such as speedway or athletics
(Participants 47)
What regular tv shows are for older people
(Participant 72)</p>
      </sec>
      <sec id="sec-3-5">
        <title>3.1.4. Economic and industry dynamics</title>
        <p>The last theme identifies esports as a growing industry
with its own ecosystem of sponsors, advertisers, and a
global market. Participants note different career
possibilities in this industry, including financial and
economic aspects. Esports is seen as an evolving sector
experiencing significant investments and offering
professional opportunities that align with broader
trends in the entertainment and gaming industries.
This includes the widespread monetization of various
facets, such as in-game possibilities or the
competitions themselves.</p>
        <p>Monetised and advertised competitive gaming,
and everything that supports it, and everything
that is produced by it. (...) (Participant 65)
(...). Young sports industry that requires skill and
sacrifice just like any sport. (Participant 13)
However, participants also highlight numerous
challenges within the industry, citing predatory
practices and mismanagement in various domains.
These issues are often attributed to an excessive focus
on monetization or profit. Participants express
concern that such practices are particularly harmful to
the young members of the esports community – both
professional and casual players. Some participants
note that originally esports were more focused on pure
competition rather than profit, which has changed
with increased resources being injected into the
industry.</p>
        <p>A stumbling industry horribly mismanaged, for
the most part (...) (Participant 100)
Once it was a way for extremely competitive
players to compete at the highest level. Now it is
mostly a shady way for teams and companies to
make money. (Participant 49)
As most high-level sports, mostly an industry
with shitty sponsors (crypto, gambling, etc...). In
case of e-sports, especially preying on the young
(Participant 21)</p>
      </sec>
      <sec id="sec-3-6">
        <title>3.2. Esports athletic careers</title>
        <p>When the participants were asked to describe how
they perceive esports athletic careers, they most often
described it as a “real” professional career akin to that
of a sportsperson or as a job. This is similar to their
perceptions of esports itself, however with a stronger
emphasis on skills, achievements or fame. Despite such
a view, participants were not as consistent when
describing its economic viability, as this career was in
a considerable number of cases seen as very
precarious, unstable, and requiring great engagement
at the cost of other areas of the athletes’ lives. What is
more, the participants at times perceived these careers
as requiring the athletes to undertake numerous
professional roles at once to achieve sustainability.
Based on this, we have distinguished five major
themes: 1) Professionalism and Skill Development, 2)
Economic Viability and Livelihood, 3) Instability and
Sacrifice, 4) Public Perception and Legitimacy, and. 5)
Diversity of Roles; as described below.</p>
      </sec>
      <sec id="sec-3-7">
        <title>3.2.1. Professionalism and skill development</title>
        <p>The participants put a particular emphasis on how in
esports careers, just like in traditional sports careers,
the keys are skill development and professionalism.
They acknowledge the necessity for regular training,
strategic thinking, and continuous improvement. This
theme highlights an esports athletic career as one that
is highly competitive, and demands not only innate
talent but also a disciplined approach to refining
gaming skills. Some participants indicate that like in
traditional sports, career advancement in this case is
marked by achievements, such as advancing in
rankings, winning tournaments, and gaining
recognition within the gaming community.</p>
        <p>The same as a sports career. I believe that one can
speak of an 'esports career' from the moment one
starts playing in a professional team/on
professional tournaments and it begins to yield
profits. (Participant 30)
Getting good enough at an e-sports game that you
perform well in smaller tournaments, then join
an established team or organization to train and
go (semi-) professional. (Participant 12)
Regularly training in a given game to improve
one's performance in competitions (Participant
38)</p>
      </sec>
      <sec id="sec-3-8">
        <title>3.2.2. Economic viability and livelihood</title>
        <p>This theme indicates that esports athletic careers are
seen as a viable career path or a job allowing to earn
money and even to self-sustain. The ability to secure a
stable income through various revenue streams such
as sponsorships, prize money, and contracts with
professional teams is central to this theme. Some
participants highlight that esports athletic careers are
seldom viewed as the sole source of income, with many
professionals often combining it with other
incomegenerating activities, frequently embedded within the
industry. The ability to self-sustain through esports is
often described as contingent on the athlete's capacity
to build their personal brand.</p>
        <p>(...) If a player signs contracts with teams, has
agreements with sponsors, and participates in
competitions for which they are compensated,
then in this case the similarity to classic, physical
sports is significant. (Participant 126)
Building your brand as a player in a particular
game by achieving smaller or larger successes in
tournaments, which translates into popularity
and attracts sponsors and advertisers eager to
sign contracts. (Participant 58)</p>
        <p>However, this viability is juxtaposed with
precariousness, as only a selected few can reach a level
of having a sustainable source of income as an esports
athlete. The participants acknowledge that in most
cases such a career can be treated only as a distant
dream.</p>
        <p>Being exploited by a team or organization to
work ridiculous hours for very little
compensation. For a tiny tiny tiny percentage of
people they can make okay money, but will likely
have few ways of making it last. (Participant 49)</p>
      </sec>
      <sec id="sec-3-9">
        <title>3.2.3. Instability and sacrifice</title>
        <p>In this theme, the participants describe the career
of an esports athlete as unstable which requires
personal sacrifice in many aspects. This includes
abandoning other pursuits, education and
selfdevelopment in different areas. The participants also
highlighted the challenges of maintaining a long-term
career, indicating potential burnout, age restrictions,
short career longevity, and the saturation of the
market. Additionally, participants note the potential
health consequences for players, stemming from stress
due to career uncertainty and the constant demand to
perform at a high level.</p>
        <p>Unreliable. Very difficult to have, since games
will tend to lose popularity over time and very
few people will be able to play professionally. A
lot of games only stay popular for a few years.
Some games that will be able to keep their fans
are the ones that keep getting new versions like
Tekken and Super Smash Brothers. (Participant
77)
Difficult to achieve, often short-lived and has a
long line of failed people behind each success.
(Participants 87)
Joining a team, dedicating over 8 hours to
continuous playing with the team and practicing.
Lots of stress and an uncertain career. Burnout of
pleasure from the game. (Participants 86)</p>
      </sec>
      <sec id="sec-3-10">
        <title>3.2.4. Public perception and legitimacy</title>
        <p>This theme encompasses societal perceptions of
esports, mostly as a legitimate career that can be
equated to that of a traditional sportsperson. Some
participants, however, consider it a frivolous activity
that wastes time and should not be treated as a real job,
or should even be restricted. This dichotomy reflects
broader societal attitudes towards gaming and the
evolving nature of what constitutes a 'real' career.
(...) to be honest? Losing in life. (Participant 20)
A bunch of fat guys playing video games and
pretending to be actual athletes instead of getting
a job. (Participant 11)
(...). It is exactly the same as the career of a
sportsman. (Participant 9)</p>
        <p>A considerable number of participants have also
noted that esports athletic careers are often perceived
as an aim or a dream for many young people, who see
professional esportsmanship as something worth
pursuing. Furthermore, esports athletes are viewed as
celebrities or stars within their communities, serving
as role models for those who aspire to follow in their
footsteps.</p>
        <p>Opportunity for young players who want to fulfill
their dream of gaming. (Participant 47)
(...) A hidden dream. (Participant 113)
(...) and being a celebrity in this community's
hierarchy. (Participant 36)</p>
      </sec>
      <sec id="sec-3-11">
        <title>3.2.5. Diversity of roles</title>
        <p>Finally, esports athletic careers as perceived as
encompassing many different roles and paths at the
same time. On one hand, people interested in these
careers should be, of course, athletes, but on the other,
they are required to be an entertainer or an artist.
However, some participants emphasize the need to
distinguish between multiple paths within esports
careers, advocating for separate recognition of athletes
and streamers or content creators, despite evident
overlaps. Consequently, being an esports athlete is
viewed as just one of the potential trajectories within
the industry. In addition, participants indicate that
esports athletes should develop a multitude of
different career skills, to be able to transfer to other
professions after retirement from professional
playing.</p>
        <p>(...) Only a select few will make money through
tournaments. The only others I see being able to
have esports as a career are streamers. If they
have a large following, they will be able to retain
some followers if they switch games. (Participant
77)
Getting paid to compete in esports. Streaming is
not an esports career, that is something separate.
(Participant 60)
Like other industries, there are many possible
careers within esports. The most visible being of
course, the professional player. Many people
work behind the scenes to produce broadcasts.
Some jobs require more dedication to the
individual game being covered, while others are
more general. The popularity of the game among
non-professional players, is an important part of
the viability of an esports scene (from a business
point of view, there are exceptions) (Participant
32)</p>
      </sec>
      <sec id="sec-3-12">
        <title>3.3. Correlation analysis</title>
        <p>Having different experiences with esports or gaming
might be one of the factors determining how it is
perceived. Consequently, we conducted a correlation
analysis (Spearman’s rho) between participants’
characteristics and emergent themes. Each theme was
coded as a binary variable indicating its presence or
absence in a given response, resulting in nine variables
for each response - four related to the perception of
esports and five to esports athletic careers. This
analysis is presented in Table 2.</p>
        <p>As Table 2 presents, a few significant correlations
are present. The variable that seems to have the
strongest association with the emergent themes is the
esports spectatorship: (1) a positive correlation with
“Accessible and Inclusive Entertainment” theme; (2) a
positive correlation with “Cultural Phenomenon and
Lifestyle” theme; (3) a positive correlation with
“Professionalism and Skill Development”; and a (4)
negative correlation “Economic Viability and
Livelihood” theme. This suggests that greater
spectatorship and engagement with esports are more
likely to result in its perception as an entertainment
and cultural phenomenon, as well as a professional
domain. Interestingly, individuals who engaged more
in esports spectatorship were less likely to perceive
esports careers as economically viable. Additionally,
some near-significant correlations were observed,
with one noteworthy finding being that older
participants were less likely to perceive esports as
entertainment and the career as a professional area.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Discussion</title>
      <p>This study presents an exploration of societal
perceptions of esports and esports athletic careers
using a qualitative approach. With thematic analysis,
our findings reveal a complex perspective on both of
those areas, based on the perceptions of the members
of the gaming community. Current findings extend the
existing research by providing insight into a previously
under-explored perspective.</p>
      <p>Regarding perceptions of esports, four themes
have emerged: 1) Competitive Professional Gaming,
emphasizing esports as a high-skill, strategic, and
competitive field akin to traditional sports; 2)
Accessible and Inclusive Entertainment, highlighting
how esports transcends physical, cultural, and
geographical barriers; 3) Cultural Phenomenon and
Lifestyle, indicating how esports influenced
contemporary cultural landscape, as well as
entertainment and social behaviors; 4) Economic and
Industry Dynamics, recognizing esports as unique
economic ecosystem.</p>
      <p>
        To a considerable extent, these dimensions align
with those identified by Formosa et al., [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] in their
systematic review as well as with prior studies like
that of Chang [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] or Örsoğlu et al. [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. However, one
dimension we have not identified as a significant
aspect of esports is gambling. This is surprising,
considering that the esports betting market reached
USD 9,749 million in 2021 [
        <xref ref-type="bibr" rid="ref45">45</xref>
        ] and, as reported by the
UK’s Gambling Commission [
        <xref ref-type="bibr" rid="ref46">46</xref>
        ] reported, 8.5% of
adults have ever bet on esports. On the one hand, our
method may not have prompted participants to
provide gambling-related answers, or they might have
not perceived gambling as a key part of esports. On the
other hand, participants might have chosen to hide
their gambling activities, as it is a stigmatized activity
where maintaining secrecy can be an effective method
of stigma reduction (e.g.,[
        <xref ref-type="bibr" rid="ref47 ref48">47, 48</xref>
        ]).
      </p>
      <p>
        Furthermore, in comparison to Chang’s study [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ],
we did not identify a perception of esports as carrying
significant consequences for physical health but only
for mental health (i.e., stress and burnout). This finding
is somewhat surprising, considering that numerous
studies related to esports participation suggest
potential consequences such as sleep pattern
distortions [
        <xref ref-type="bibr" rid="ref49">49</xref>
        ], obesity [
        <xref ref-type="bibr" rid="ref50">50</xref>
        ], or various physical
injuries [
        <xref ref-type="bibr" rid="ref51">51</xref>
        ]. This might potentially indicate a lower
social consciousness regarding the existence of such
physical health problems in the context of esports.
      </p>
      <p>
        We have, however, identified an additional
dimension related to how esports are perceived, which
was not described by Formosa et al. [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] namely,
inclusivity and equality. Many participants in the
current study noted the inclusive nature of esports, a
discipline that, at least in principle, should equalize
chances for all who wish to participate. Of course, this
is not always the case, as even if skill acquisition is less
dependent on physical attributes than in traditional
sports, members of many groups still experience
exclusion from competition. Researchers often
indicate that one of such groups is women [
        <xref ref-type="bibr" rid="ref20 ref21 ref22 ref52">20 – 22, 52</xref>
        ]
or people lacking resources to purchase gaming
equipment. While the first issue is a deeper
sociological problem [
        <xref ref-type="bibr" rid="ref53">53</xref>
        ], the second one is slowly
being addressed, as in many regions, facilities and
educational programs allowing for esports
participation are being created (e.g., [
        <xref ref-type="bibr" rid="ref54 ref55 ref56 ref57">54 – 57</xref>
        ]).
Additionally, if we consider people with different
disabilities, the way esports games are designed
nowadays is gradually becoming more
accommodating towards them (e.g., [
        <xref ref-type="bibr" rid="ref58 ref59">58, 59</xref>
        ]). As such,
despite some difficulties, esports seems to be heading
towards the ideal noted by the participants of this
study.
      </p>
      <p>
        As identified in this thematic analysis, esports are
also perceived as a venue for professional and
economically viable development with many possible
career paths. However, some participants have noted
that despite such possibilities, the industry is not
exactly sustainable at the moment. As emphasized by
Cranmer et al. [
        <xref ref-type="bibr" rid="ref39">39</xref>
        ], the esports industry exhibits
fragmentation in various aspects, and there is a need
for the development of sustainable business models to
establish esports as a more stable, profitable, and
wellrespected career choice. Further, entering the industry
might be difficult, regardless of the desired position, as
reflected in the work of Ward &amp; Harmon [
        <xref ref-type="bibr" rid="ref60">60</xref>
        ], who
clearly show that esports is a “Superstar market”,
where only a few may achieve true success. This is
especially important considering that many young
people aim to work in esports, viewing being an
esports athlete as an occupation of dreams, as some
participants claimed.
      </p>
      <p>While exploring the perceptions on such careers,
five major themes emerged: 1) Professionalism and
Skill Development, showing how esports are parallel to
traditional sports in its emphasis on skill, training, and
devotion of the athletes; 2) Economic Viability and
Livelihood, indicating to the potential for a sustainable
income but also noting how precarious this careers is;
3) Instability and Sacrifice, highlighting the personal
and professional sacrifices that esports athletes often
have to make; 4) Public Perception and Legitimacy,
showing that the societal perception towards esports
careers remains ambivalent, sometimes still denying it
the status of a legitimate career path; 5) Diversity of
Roles, highlighting the many roles that esports athletes
need to undertake.</p>
      <p>What, in the eye of the beholder, are esports
athletic careers then? They are careers, just like
traditional sports careers, that require plenty of
devotion and sacrifice, a source of income that is
economically viable only for some. The difference lies
in the ambivalent social perception of its status and the
necessity for esports athletes to undertake many roles
and many industry positions at the same time in order
to sustain themselves. Of course, this perception is
based on the views of the amateurs, thus we cannot
claim that it will remain true if professional esports
athletes are asked the same set of questions.
Nevertheless, this is an important contribution, as it
shows the wider and less explored perspective of
people who perceive the industry from the outside.</p>
      <p>
        One of the results, unlikely to appear to the same
extent if researched among professionals, is the
stereotypical views on esports athletes and their
careers. Even though both video games and esports are
pastimes popular among a considerable number of
people (e.g., in Poland, almost 67% of the adult
population play video games, while 25% of them are
interested in esports [
        <xref ref-type="bibr" rid="ref61">61</xref>
        ]), negative perceptions of
esports as a profession exist, even among people who
participate in esports themselves. As our thematic
analysis has shown, esports athletes are still
sometimes perceived through the lens of the
stereotypical gamer – a couch potato [
        <xref ref-type="bibr" rid="ref62">62</xref>
        ]. The
occupation itself, in turn, is sometimes seen as a waste
of time, a pseudo-sport, or pseudo-work. However, this
view was not a very strong sentiment in the current
analysis, thus it is likely that in the wider society, it
might not be very prevailing.
      </p>
      <p>What is necessary to note, is that perceptions of
esports and esports athletic careers vary among the
members of the esports community, contingent on
their traits and experiences in esports and gaming. Our
data highlights that as individuals gain experience and
consume more esports content, particularly through
spectatorship, they are more inclined to perceive
esports careers as realms of professional development
requiring dedication and skill. Simultaneously, they
tend to view esports as not only entertainment but also
as a significant cultural phenomenon. It should not
surprise that people who watch esports tend to
indicate that it is something fun to do, however with
spectatorship comes also a greater appreciation for the
craftsmanship involved in esports. Interestingly, those
deeply engaged in spectatorship were less likely to
believe that esports careers are economically viable.
This may be attributed to insights gained during
spectating, where individuals become acquainted with
commentaries from athletes themselves, providing a
more realistic portrayal of the challenges within this
career. The generalizability of these findings to a
broader societal context remains unexplored due to
the limitations of the current dataset.</p>
      <p>Furthermore, a noteworthy, albeit non-significant
correlation has surfaced – older individuals were less
likely to perceive esports careers as areas of
professional development. Additionally, they were less
likely to indicate that esports serves as a form of
accessible and inclusive entertainment. Possibly, for
older people, having a career in esports might not align
with their preconceived notions of professional
development associated with their upbrining and
overall familiarity with the esports professional
landscape. Those speculations, however, should be
confirmed on a larger and more age-diverse sample.</p>
      <p>In our understanding of esports, we need to draw
a line between professional and amateur participation.
Many of the participants of this study conflated
amateurs and professionals, for instance indicating
that a career as an esports athlete may be understood
as simply playing video games. This, however, should
not surprise, as even in the scientific literature, there is
little showing at what point we can claim that a person
becomes a professional esports athlete. If we look at
the current data, we could claim that this happens at
the moment when someone either starts earning
money or starts developing their skills with the aim of
engaging at the highest level of competition. However,
a question remains as to how much money one should
earn, or how to measure the seriousness of
engagement in athletic pursuits. Finding answers to
these questions should prove beneficial not only for
the industry but also for the athletes.</p>
      <p>
        In the extant literature, esports professionals or
esports athletic careers are not usually explicitly
defined, the exception being a short definition
provided by Freeman and Wohn [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] describing
professional players as someone “in a professional
team playing for tournaments, eSports-related
business, and streaming to make income”. However,
previous research can be used to describe esports
athletes and their careers, by exploring existing
selection criteria for including participants in research
that are described as professional players. For
instance, Ward &amp; Harmon [
        <xref ref-type="bibr" rid="ref60">60</xref>
        ] suggested that people
who received monetary compensation for tournament
participation can be considered professionals.
However, they also noted that such earning by itself is
not enough to claim that someone is a professional, as
some people might have participated in a tournament
simply for fun. Thus, earnings do not necessarily
indicate whether someone is an amateur or a
professional.
      </p>
      <p>
        In a different perspective, Meng-Lewis et al. [
        <xref ref-type="bibr" rid="ref63">63</xref>
        ]
stated that esports professionals are “current and
retired athletes working in the esports industry”. Thus
again, esports professionals seem to be those who
work in the industry and earn money by doing their
jobs. Esports professionals can also be described as
people who have “experienced esports'' for a given
time [
        <xref ref-type="bibr" rid="ref64">64</xref>
        ], who are competing or belonging to gaming
leagues [
        <xref ref-type="bibr" rid="ref30">30</xref>
        ], or who have greater skills and
understanding than non-professionals and who
practice rigorously [
        <xref ref-type="bibr" rid="ref65">65</xref>
        ]. García-Lanzo &amp; Chamarro
[
        <xref ref-type="bibr" rid="ref66">66</xref>
        ] aimed to make a distinction between amateurs
and semi-professionals, resulting in showing that
semi-professionals are more likely to be people
spending more time on playing video games, are less
motivated by the game’s story or lore, and are more
likely to be motivated by the desire to increase their
own mental capacities. We ourselves distinguished
esports athletes and professionals by allowing the
participants to describe themselves as a member of
either group, virtually leaving the classification to
them. Thus, these insights from the literature are
consistent with the prevailing sentiment among
amateurs, indicating that the distinction between
professional and non-professional players is an
amalgamation of self-development and economic
viability. Regardless of where to draw the line between
amateurs and professionals, researchers and amateurs
seem to agree that being an esports athlete is a
“legitimate kind of job by which one could gain fame
and material wealth by winning videogame
competitions or belonging to videogame league” [
        <xref ref-type="bibr" rid="ref30">30</xref>
        ].
      </p>
      <p>
        Finally, this study is not without its limitations.
First, our sample is not representative, consisting
mostly of video game players, but not people who do
not play at all. While in itself it is not an issue, it limits
the study's generalizability. Therefore, we cannot
make inferences about the wider population's
opinions, but only about those of the gamer
population. Future studies should consider including a
more diverse sample, particularly individuals
disconnected from the gaming community. However,
as the percentage of people engaged in video gaming
increases, finding such a sample becomes increasingly
challenging. Furthermore, the gender distribution in
our current sample was skewed, with a majority of
participants being men. This might be attributed to the
method of participant recruitment, primarily utilizing
Facebook and Reddit, social media platforms known
for their predominantly male user base [
        <xref ref-type="bibr" rid="ref67 ref68">67, 68</xref>
        ].
Additionally, video gaming spaces and discussion
forums are often perceived as stereotypically
masculine spaces [
        <xref ref-type="bibr" rid="ref69 ref70">69, 70</xref>
        ] which are unwelcoming to
women, further contributing to the
underrepresentation of women in our sample. In
addition, this study mostly included participants from
North America and Europe, thus not allowing to
generalize the results to other regions.
      </p>
      <p>
        Moreover, we relied on a method that precludes a
deeper understanding of the issue. Specifically, in
open-ended questionnaires, follow-up questions
cannot be used to expand upon the provided content,
as there is no direct interaction with the participant.
Furthermore, in line with our objectives, we did not
include the views of professional esports athletes and
industry members in the analysis. Consequently,
themes covered in previous studies based on expert
insights are not as well-represented in our results.
Future research should consider incorporating both
expert and participant views, making comparisons
between the two groups using more comprehensive
data collection methods [
        <xref ref-type="bibr" rid="ref39">39</xref>
        ].
      </p>
      <p>Despite these limitations, our study offers insights
into the perceptions of esports and esports athletic
careers, an area still understudied. From the
perspective of amateur esports athletes and the video
gaming community, esports are viewed as competitive,
inclusive, culturally influential, and a growing industry
with diverse career opportunities. However, this study
also reveals that individuals outside the industry
perceive esports athletic careers as precarious and
unstable, characterized by professional demands,
economic challenges, and mixed social perceptions.
Moreover, we identified that, from the amateur
perspective, the primary differences between esports
professionals and amateurs lie in the effort invested in
self-development in gaming and the economic
opportunities associated with play. Importantly, these
perceptions may vary depending on demographic
characteristics and the level and type of engagement in
esports.</p>
      <p>Considering current deliberations, we believe that
it is necessary to continue exploring this research area.
This will help to distinguish more clearly between
professional and non-professional athletes, aiding
prospective esports athletes in understanding what is
required to become a professional in this field.
Consequently, such players could form realistic
expectations and plan their careers more effectively.</p>
    </sec>
    <sec id="sec-5">
      <title>Acknowledgements</title>
      <p>The data was gathered with the help of Dawid Bojarski
and Patryk Burdun.</p>
    </sec>
  </body>
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