=Paper= {{Paper |id=Vol-3669/paper2 |storemode=property |title=Perceptions of esports and esport athleticism among gamers |pdfUrl=https://ceur-ws.org/Vol-3669/paper2.pdf |volume=Vol-3669 |authors=Radosław Trepanowski,Wu Li,Juho Hamari |dblpUrl=https://dblp.org/rec/conf/gamifin/TrepanowskiLH24 }} ==Perceptions of esports and esport athleticism among gamers== https://ceur-ws.org/Vol-3669/paper2.pdf
                         Perceptions of esports and esports athleticism among
                         gamers
                         Radosław Trepanowski1,2, Wu Li2 and Juho Hamari2
                         1 Faculty of Psychology and Cognitive Science; Adam Mickiewicz University, Wieniawskiego 1, Poznań, PL-61-712, Poland
                         2 Gamification Group, Faculty of Information Technology and Communication Sciences; Tampere University; Kalevantie

                         4, Tampere, FI-33014, Finland

                                          Abstract
                                          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.

                                          Keywords
                                          Esports, career, athlete 1

                                                                                                                      Nintendo World Championship in 1990 in the United
                                                                                                                      States [5]. Since then, esports has grown into a 1394-
                         1. Introduction                                                                              million-USD industry [6] encompassing electronic
                                                                                                                      games, technology, culture, sports, business, and
                         Electronic sports, also known as esports, have been                                          media [7, 8]. This growth is highlighted by global
                         defined by the Olympic Council of Asia [1] as “a                                             recognition from institutions such as the United
                         competitive sport where gamers use their physical and                                        Nations and the European Union, both of which
                         mental abilities to compete in certain genres of video                                       indicate that it can play an important role in
                         games in a virtual, electronic environment.” At the                                          sustainable world development [9, 10]. The
                         39th OCA General Assembly [2], esports was                                                   International Olympic Committee's recognition of
                         confirmed as a medal sport at the 19th Asian Games in                                        esports, evident in the organization of an Olympic
                         Hangzhou, where from September 24th to October                                               Esports Week in June 2023 in Singapore [11], further
                         2nd, 2023, 488 esports athletes from 31 participating                                        strengthens esports’ status as a sport.
                         countries competed for gold medals of 7 esports titles                                           Given such widespread recognition, scientific
                         (e.g., League of Legends and DOTA 2). Tracing its roots                                      interest in this field should not come as a surprise. In
                         back to the 1970s when the first amateur tournament                                          fact, esports has been drawing researchers’ attention
                         occurred (e.g., [3, 4]) esports have come a long way.                                        since the early 2000s, with the first attempt to define
                         One of the earliest official esports events was the                                          esports tracking back to Wagner’s definition (2006)
                                                                                                                      claiming that “Esports is an area of sport activities in

                         18th International GamiFIN Conference 2024 (GamiFIN 2024), April
                         2-5, 2024, Ruka, Finland.
                              radtre@amu.edu.pl (R. Trepanowski); wu.li@tuni.fi (W. Li);
                         juho.hamari@tuni.fi (J. Hamari)
                             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).




CEUR
                  ceur-ws.org
Workshop      ISSN 1613-0073
Proceedings


                                                                                                                 10
which people develop and train mental or physical               inept, childish, unattractive or simply couch potatoes
abilities in the use of information and communication           [7, 19, 20], can also apply to esports athletes.
technologies” [12]. In a recent study, Formosa et al.,          Furthermore, stereotypes related to gender, race or
[13] analyzed 461 peer-reviewed papers with                     ethnicity can also influence the perception of esports
definitions of esports. The most-cited definition was           and esports athletes. These, for instance, might include
proposed from the perspective of human-computer                 the notion that women are underskilled and less
interaction, where esports was described as “a new              capable in esports (e.g. [21 - 23]) or in a broader
form of sport where the primary aspects of the sport            perspective, less effective in stereotypically masculine
are facilitated by electronic systems; the input of             tasks. Even more, in some cultures, gaming can be
players and teams as well as the output of the eSports          perceived as a harmful, addictive and dangerous
system are mediated by human-computer interfaces”               activity, as seen in the societal Chinese views [24, 25].
[14]. From their thematic analysis, Formosa et al. [13]         All in all, despite this extensive knowledge, current
identified nine major dimensions of current esports             research seems to lack empirical explorations showing
definitions: 1) competitive gaming, 2) leisure activity,        how all this is reflected in the societal perceptions of
3) organized activity, 4) professionalism, 5) spectators        esports. Although some studies on this topic have
and fans, 6) skills and training, 7) esports as an              recently emerged [16 - 18], particularly those delving
extension of gaming, 8) esports as a sport item, 9)             into the professional perspective, a substantial
gambling. Among those, competitive gaming,                      research gap persists.
organized activity, professionalism, and esports as a                This issue also happens in another under-studied
sport were the most mentioned ones.                             area in esports – the esports athletic careers. Starting
    This brings us to an important point. Often these           from the mid-2010s, playing esports as a professional
ways of characterizing esports arise from theoretical           has become a career option favored by the young
deliberations or the perceptions of scientists, not from        generation [26 - 28]. This career path offers an
the members of the community or the professionals               opportunity to earn social status [12, 29, 30] and make
themselves. Of course some exceptions to this do exist,         a living from it via various types of revenue including
such as the work of Freeman and Wohn [15], which                players’ contracts, prize money or sponsorship deals
explores the perspectives of both professional and              [19, 31, 32]. However, many questions about this
amateur players, or the study conducted by Chang [16]           career path remain unanswered. For instance, what is
on consumer perceptions of esports. In Chang’s study            the journey from a casual gamer to a professional,
[16], participants predominantly described esports in           what are the skills and efforts required in esports,
terms of entertainment, its proximity to traditional            what are the risks and obstacles awaiting future
sports in terms of effort, and as a competitive activity        esports players, and where to draw the line between
with both learning opportunities and potential health           amateurs and professional esports athletes, are all
risks. One participant in the study asserted that               research questions open for exploration.
esports should be considered a separate category                     In a recent study [33], researchers conducted
within the sports domain, due to the lack of physical           interviews with 25 Hong Kong teenagers and young
activity.                                                       adults, predominantly students around the age of 20,
    From a different perspective, Örsoğlu et al. [17]           to investigate their perceptions of esports
presented the viewpoints of young esports players on            participation. Several challenges identified in the study
community and parent perceptions of esports. The                resonated with those outlined in Salo's esports career
authors revealed that esports are often perceived as            model [34], including the need to maintain a balance
something unfamiliar and potentially hazardous.                 between academic commitments and esports
Parents, as reported by the players, frequently                 involvement, societal negativity towards esports, age
dismissed their esports pursuits and failed to offer            limitations for practicing esports, the brief career span
support, especially when compared to parents of                 of esports athletes, and the perceived lack of
traditional sport athletes. Players themselves                  transferable skills upon discontinuation. However,
perceived esports as a legitimate sport, with the               some unique insights from amateur perspectives were
potential even to surpass traditional sports.                   also revealed, though specific to the Hong Kong region.
    Another study exploring community perspectives              Some interviewees noted a lack of parental support for
is the one conducted by Vilasís-Pamos & Pires [18]             their esports pursuits, while receiving encouragement
who examined teens’ perception of what a video gamer            from teachers and peers. Additionally, concerns were
is. Among the created categories, the authors                   raised about the high cost of professional esports
distinguished five types of gamers, two of which can be         equipment, posing a barrier for aspiring esports
related to esports: Celebrity-Platform-Gamer and                enthusiasts in initiating their careers. These insights
Professional-Gamer. These types of gamers were both             align to a considerable extent with the findings
described as people playing for money, who                      described by Örsoğlu et al. [17].
showcased their talents and gained fame. Professional                Nevertheless, to date, only a few researchers have
gamers, in particular, were seen as people who                  studied esports athletic careers and related topics. For
compete in tournaments and spend a lot of time                  example, scholars have modeled the transition from a
practicing. In this study, esports itself was seen as a         casual gamer to a professional esports player [30, 34,
professional opportunity.                                       35]. and investigated gaming motivations of
    Adding to this, it is likely that the perceptions of        professional esports players [8, 29, 36, 37]. Smithies
esports and esports athletes can be affected by the             et al. [38], for instance, explored the skills and
stereotypical views of gamers that leaked onto them.            experiences of esports players. Among the few studies
For example, some researchers suggest that such                 on esports athletic careers, only a few studies [8, 33],
perceptions of gamers as being unsuccessful, socially           involved casual gamers while the rest were either




                                                           11
theoretical deliberations or were focused on                     the study. No additional filtering criteria were
professional esports players.                                    employed.
    As the esports industry develops globally, there                 Based on the methodology of thematic analysis as
remains a limited understanding of how society and               suggested by Nowell et al. [41] and Tong et al. [42], we
the gaming community perceive the career of an                   explored this data for emerging themes regarding how
esports athlete. Such an understanding is crucial from           esports and esports athletic careers are defined. Two
an industry perspective as it reveals what future                independent coders created categories without any
esports talents expect from the industry. From an                pre-established framework, allowing for an inductive
academic perspective, this offers valuable feedback              approach to the data. Upon completion of the initial
from often-overlooked members of the esports                     coding phase, the categories were standardized for
community, serving as missing pieces to enhance                  consistency, adopting identical wording across the
future esports studies.                                          dataset. A number of responses received multiple
    Considering this, we note that although esports are          codes. Inter-rater reliability was calculated to ensure
well and often defined in the literature [13], research          the robustness of the coding process, yielding
lacks studies that report how the gaming community               satisfactory results with intraclass correlation
perceives esports. Moreover, in the current literature           coefficient ICC = .83 and 90% compliance rate for the
there are only few studies showing how grassroots-               perceptions of esports, and with ICC = .70 and 85%
level participants perceive esports athletic careers.            compliance rate for the perceptions of esports careers.
These research gaps are substantial, as the present              As per Koo and Li [43], values between .50 and .75
studies fail to fully capture the diverse experiences and        indicate a moderate reliability and values between .75
perspectives within the esports community,                       and .90 indicate a good reliability (calculated in IBM
particularly those at the amateur level who may                  SPSS 29). Thus, current coefficients suggest a
possess unique insights into the field. As suggested in          moderate-good reliability. The discrepancies that
the Esports Research Agenda [39], esports                        arose between the raters were resolved by the
communities exhibit fragmentation across different               principal author.
layers, emphasizing the need for future studies not                  A total of 156 individuals participated in the study.
only at the industry level but also at the participant           However, six responses were excluded due to non-
level. In an effort to address these research gaps and           serious or joke content, such as insulting remarks
advance the understanding of non-professional                    directed at specific individuals, and four were excluded
perceptions of esports and esports careers, we                   for being responses from professional esports athletes.
conducted a qualitative exploratory study. A thematic            This resulted in a final sample of 146 participants for
analysis was conducted to provide insights into the              the thematic analysis. The current dataset comprises
complex nature of esports as both a competitive field            292 answers giving a total of 3978 words with an
and an emerging career path, and to deepen the                   average length of 13.62 words per response. Of the
understanding of esports athletic careers.                       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 =
2. Methods                                                       6.47, Mdn = 24). Gaming habits varied, with
                                                                 participants playing video games on average for 17.73
We conducted an online questionnaire featuring eight             hours/week (SD = 15.13, Mdn = 14). On average
open-ended questions to explore the esports-related              participants were engage in esports for 8.74 years (SD
perceptions of individuals either non-engaged with               = 6.28, Mdn = 8), while playing esports titles for 9.29
esports or engaged at an amateur level. The                      hours/week (SD = 13.42, Mdn = 5) and spectating
questionnaire was distributed via social media from              esports for 2.42 hours/week (SD = 5.07, Mdn = 1). The
December 2022 to February 2023, namely Reddit and                participants in our study originated from 33 countries,
Facebook groups. Our selection of these platforms was            with a predominant representation from North
based on their widespread use and availability for               America and Europe. Specific socio-demographic and
gaming- and esports-related discussions. For example,            gaming habits-related information of the final 146
as of March 3, 2024, the subreddit 'Gaming' boasted 39           participants are presented in Table 1.
million members, the subreddit 'League of Legends'
had 6.9 million members, the subreddit 'Counter-                 Table 1
Strike: Global Offensive' had 2.2 million members, and           Participants’ characteristics
the subreddit 'esports' had 159 thousand members                                                 N              %
[40], making these platforms rich sources of potential            Gender
participants.                                                      Man                       122              83.56
    After starting the study, the participants were                Woman                     16               10.96
prompted to describe how they perceive esports and                 Other/Refusal/             8                5.48
esports athletic careers, along with their perceptions             Missing
of success and failure, both performance- and career-             Age
wise in esports (the current paper analyzes only the               < 20                          15           10.27
former). Subsequently, participants were asked to                  20-29                         97           66.44
provide information on their socio-demographic                     30-39                         27           18.49
characteristics and gaming habits. Only participants               40-49                         5             3.42
who were of legal age, not professional esports                    50-59                         1             0.68
athletes, and lacked prior professional experience in              Missing                       1             0.68
the realm of esports were considered for inclusion in             Country




                                                            12
   United States              36            24.66
   Poland                     22            15.07
                                                                3. Results
   United Kingdom             20            13.70
                                                                The initial codes were categorized into groups
   Canada                     10             6.85
                                                                describing similar ideas, which allowed us to
   France                      8             5.48
                                                                distinguish two sets of emergent themes, one for
   Germany                     7             4.79
                                                                perceptions of esports and one for perceptions of
   Spain                       5             3.42
                                                                esports athletic careers. For brevity, in case of
   Denmark                     4             2.74
                                                                contradictory themes (e.g., perceiving esports as a
   Australia                   3             2.05
                                                                “real” career path vs. a time-wasting activity) we
   Czech Republic              3             2.05
                                                                combined and juxtaposed them within a single major
   Others*                    27            17.49
                                                                theme. Additionally, we conducted a correlation
   Missing                     1             0.68
                                                                analysis using Jamovi 2.3.28 [44] to examine the
 Esports experience/years                                       potential relationships between the emergent themes
   None                       14             9.58               and various facets of esports engagement and
   1-9                        73            50.00               experience, as well as the socio-demographic
   10-19                      48            32.88               characteristics of the participants.
   20+                        10             6.85
   Missing                     1             0.68
 Gaming hours/week                                                    3.1. Esports
   None                        2             1.36
   1-19                       88            60.27               Answering the question of how they perceive esports,
   20-39                      38            26.03               the participants, in most cases, indicated its
   40+                        17            11.64               competitive and professional nature, with some
   Missing                     1             0.68               considering it a pseudo-sport. Besides such
 Esport hours/week                                              perceptions, the participants described it as an
   None                       31            21.23               entertainment that is both a part of their daily lives as
   1-19                       94            64.38               well as something that almost everyone can partake in,
   20-39                      14             9.59               regardless    of   their    physical     and      mental
   40+                         3             2.05               predispositions. Unsurprisingly, esports were also
   Missing                     1             0.68               described as an industry or a business. Based on the
 Esports spectating/hours                                       aforementioned, we have distinguished four themes:
   None                       60            41.09               1) Competitive professional gaming, 2) Accessible and
   1-19                       81            55.48               Inclusive Entertainment, 3) Cultural Phenomenon and
   20-39                       1             0.68               Lifestyle, and 4) Economic and Industry Dynamics.
   40+                         1             0.68               Each theme is further described.
   Missing                     1             0.68
 Esport engagement
   Amateur                   107            73.29                        3.1.1. Competitive
   None                       38            26.71                             professional gaming
 Tournament participation
   Yes                        61            41.78               This theme considers esports a structured form of
   No                         85            58.22               competitive gaming at a professional level, regardless
Note. *Others include 2 participants from: Brazil,              of the game played. Participants indicated that esports
Greece, Italy, Netherlands, Singapore, and Sweden; 1            is no different than traditional sports, with organized
participant from: Albania, Argentina, Austria, Croatia,         tournaments, professional teams, and individual
Cyprus, India, Ireland, Japan, Norway, Russia, Slovakia,        players competing for prestige, prizes, and
Switzerland, Taiwan, Thailand, and Ukraine.                     sponsorship and business opportunities. Similarly to
                                                                traditional sports, esports is seen as requiring a high
The disparity observed between the percentage of                skill level, tactical and strategic abilities, rigorous
individuals with esports experience and those actively          training, many cognitive abilities and great dedication.
engaged in esports, either through playing or                   Esports is often associated with competing for prizes
spectating, can likely be attributed to the framing of          of the professional athletic path.
the survey questions. Specifically, participants were
                                                                     (...) it's a high quality competition in video games.
queried about their experience in terms of cumulative
                                                                     Whether that be speedrunning, a solo game like
years, while their engagement was assessed in the
                                                                     GTA Vice City, 1v1 games like SC BW, or team
current period. Thus, even though some participants
                                                                     games like LoL. It's a direct competition between
had extensive experience over the years, their current
                                                                     two or more people to see who is the better.
engagement might be negligible. In fact, some
                                                                     (Participant 60)
participants noted that they either only play esports
games and do not spectate them, while others asserted                A professional environment for gamers to test
that their esports viewership is limited to major                    and prove their skills to the world. This more
tournaments, occurring only once a year, indicating                  often than not is in a Player vs Player format but
minimal current engagement.                                          does not have to be. (Participant 7)




                                                           13
     Playing video games at a very high competitive               them indicating the use of video games played on
     level, and competing for prizes at that level.               computers or gaming consoles usually via the Internet.
     (Participant 82)                                             As such, while esports aspires to be an inclusive and
                                                                  accessible domain, the necessity for Internet access
    However, it was also not uncommon that esports
                                                                  and gaming equipment may pose barriers to
was considered a pseudo-sport or a joke in a number
                                                                  participation for individuals who are less affluent or
of the responses. The participants often claimed that             reside in economically disadvantaged regions.
esports unsuccessfully aspires to be a “real” sport or
that the infusion of sports elements into games                         Sport, but with a computer (...) (Participant 146)
deviates from their original purpose, which is to be
                                                                        A sport played using computers and computer
enjoyable. Furthermore, in comparison to the above-
                                                                        games. (Participant 128)
mentioned game versatility of esports, some
participants believe that only specific games are
eligible to be called as such.                                              3.1.3. Cultural phenomenon
     A parody of a sports discipline that, however,                              and lifestyle
     requires a lot of skill and training. (Participant
     134)                                                         The participants also defined esports as a cultural
                                                                  phenomenon that extends beyond its competitive
     (...) Destroying a fun activity by tryharding.
                                                                  aspects. Esports, in this case, can be seen as a reflection
     (Participant 20)
                                                                  of the growing digitization of society, influencing social
     To me, esports is competing in competitively                 behaviors      and      entertainment       consumption.
     viable video games. The definition of that will              Participants identified esports as an entertainment
     change from person to person. But I wouldn't                 that includes playing esports games and spectating in
     consider a Mario Kart tournament to be esports               order to relax and escape the everyday. The prevailing
     but rather a community event. Where even a                   perceptions suggest that esports has seamlessly
     small Street Fighter tournament I'd consider                 integrated into the fabric of modern life, exerting a
     esports. (Participant 98)                                    significant influence over consumption preferences
                                                                  and even social behaviors. Participants draw parallels
                                                                  between the spectatorship of esports and that of
         3.1.2. Accessible and                                    traditional sports, underscoring the cultural
              inclusive entertainment                             significance esports has assumed in contemporary
                                                                  society.
Besides being seen as a professional area, esports are
                                                                        (...) entertainment to watch with a beer and
also perceived as an entertainment that is both
                                                                        chips. (Participant 115)
accessible and inclusive. This category captures the
sentiment that esports provides a level playing field for               Something fun to do, a time well-spent.
individuals regardless of their physical abilities,                     (Participant 142)
cultural background, or geographical location,
differentiating it from traditional sports. There is a                  Esports is a beautiful variation of the sports we
                                                                        watch every day such as speedway or athletics
prevailing belief that esports, compared to traditional
                                                                        (Participants 47)
sports, is more likely to be accessible to individuals
with various disabilities and those who may be                          What regular tv shows are for older people
otherwise marginalized or excluded from sport                           (Participant 72)
participation.
     Esports is true equality in sports. A physically-                      3.1.4. Economic and industry
     disabled person who could not participate in
     'regular' sports can participate in Esports. In real
                                                                                 dynamics
     sports, you have to have genetic advantages.
     Some people are taller (NBA) some people are                 The last theme identifies esports as a growing industry
     faster or stronger. If a regular person trains as            with its own ecosystem of sponsors, advertisers, and a
     hard as these gifted people, they will not achieve           global market. Participants note different career
     the same level of greatness. In ESports, the main            possibilities in this industry, including financial and
     factor in skills is hours spent. A physically-               economic aspects. Esports is seen as an evolving sector
     disabled person who could not participate in                 experiencing significant investments and offering
     'regular' sports can participate in Esports, and             professional opportunities that align with broader
     there are many examples of physically disabled               trends in the entertainment and gaming industries.
     Esports players. (...) What I'm trying to say is that        This includes the widespread monetization of various
     everyone should be able to chase 'greatness'                 facets, such as in-game possibilities or the
     through some kind of 'sport' and ESports allows              competitions themselves.
     hundreds of millions (if not billions) of other                    Monetised and advertised competitive gaming,
     otherwise-ineligible people to become 'great'.                     and everything that supports it, and everything
     (Participant 8)                                                    that is produced by it. (...) (Participant 65)
   Almost all of the participants have noted that                       (...). Young sports industry that requires skill and
esports are facilitated by technology, with most of                     sacrifice just like any sport. (Participant 13)




                                                             14
    However, participants also highlight numerous                      The same as a sports career. I believe that one can
challenges within the industry, citing predatory                       speak of an 'esports career' from the moment one
practices and mismanagement in various domains.                        starts playing in a professional team/on
These issues are often attributed to an excessive focus                professional tournaments and it begins to yield
on monetization or profit. Participants express                        profits. (Participant 30)
concern that such practices are particularly harmful to
                                                                       Getting good enough at an e-sports game that you
the young members of the esports community – both
                                                                       perform well in smaller tournaments, then join
professional and casual players. Some participants
                                                                       an established team or organization to train and
note that originally esports were more focused on pure
                                                                       go (semi-) professional. (Participant 12)
competition rather than profit, which has changed
with increased resources being injected into the                       Regularly training in a given game to improve
industry.                                                              one's performance in competitions (Participant
                                                                       38)
     A stumbling industry horribly mismanaged, for
     the most part (...) (Participant 100)
     Once it was a way for extremely competitive                           3.2.2. Economic viability and
     players to compete at the highest level. Now it is                         livelihood
     mostly a shady way for teams and companies to
     make money. (Participant 49)                                 This theme indicates that esports athletic careers are
                                                                  seen as a viable career path or a job allowing to earn
     As most high-level sports, mostly an industry
                                                                  money and even to self-sustain. The ability to secure a
     with shitty sponsors (crypto, gambling, etc...). In
                                                                  stable income through various revenue streams such
     case of e-sports, especially preying on the young
                                                                  as sponsorships, prize money, and contracts with
     (Participant 21)
                                                                  professional teams is central to this theme. Some
                                                                  participants highlight that esports athletic careers are
     3.2. Esports athletic careers                                seldom viewed as the sole source of income, with many
                                                                  professionals often combining it with other income-
When the participants were asked to describe how                  generating activities, frequently embedded within the
they perceive esports athletic careers, they most often           industry. The ability to self-sustain through esports is
described it as a “real” professional career akin to that         often described as contingent on the athlete's capacity
of a sportsperson or as a job. This is similar to their           to build their personal brand.
perceptions of esports itself, however with a stronger                 (...) If a player signs contracts with teams, has
emphasis on skills, achievements or fame. Despite such                 agreements with sponsors, and participates in
a view, participants were not as consistent when                       competitions for which they are compensated,
describing its economic viability, as this career was in               then in this case the similarity to classic, physical
a considerable number of cases seen as very                            sports is significant. (Participant 126)
precarious, unstable, and requiring great engagement
at the cost of other areas of the athletes’ lives. What is             Building your brand as a player in a particular
more, the participants at times perceived these careers                game by achieving smaller or larger successes in
as requiring the athletes to undertake numerous                        tournaments, which translates into popularity
professional roles at once to achieve sustainability.                  and attracts sponsors and advertisers eager to
Based on this, we have distinguished five major                        sign contracts. (Participant 58)
themes: 1) Professionalism and Skill Development, 2)                  However, this viability is juxtaposed with
Economic Viability and Livelihood, 3) Instability and             precariousness, as only a selected few can reach a level
Sacrifice, 4) Public Perception and Legitimacy, and. 5)           of having a sustainable source of income as an esports
Diversity of Roles; as described below.                           athlete. The participants acknowledge that in most
                                                                  cases such a career can be treated only as a distant
          3.2.1. Professionalism and                              dream.
               skill development                                       Being exploited by a team or organization to
                                                                       work ridiculous hours for very little
The participants put a particular emphasis on how in                   compensation. For a tiny tiny tiny percentage of
esports careers, just like in traditional sports careers,              people they can make okay money, but will likely
the keys are skill development and professionalism.                    have few ways of making it last. (Participant 49)
They acknowledge the necessity for regular training,
strategic thinking, and continuous improvement. This                       3.2.3. Instability and sacrifice
theme highlights an esports athletic career as one that
is highly competitive, and demands not only innate                   In this theme, the participants describe the career
talent but also a disciplined approach to refining                of an esports athlete as unstable which requires
gaming skills. Some participants indicate that like in            personal sacrifice in many aspects. This includes
traditional sports, career advancement in this case is            abandoning other pursuits, education and self-
marked by achievements, such as advancing in                      development in different areas. The participants also
rankings, winning tournaments, and gaining                        highlighted the challenges of maintaining a long-term
recognition within the gaming community.
                                                                  career, indicating potential burnout, age restrictions,
                                                                  short career longevity, and the saturation of the




                                                             15
market. Additionally, participants note the potential            distinguish between multiple paths within esports
health consequences for players, stemming from stress            careers, advocating for separate recognition of athletes
due to career uncertainty and the constant demand to             and streamers or content creators, despite evident
perform at a high level.                                         overlaps. Consequently, being an esports athlete is
                                                                 viewed as just one of the potential trajectories within
     Unreliable. Very difficult to have, since games
                                                                 the industry. In addition, participants indicate that
     will tend to lose popularity over time and very
                                                                 esports athletes should develop a multitude of
     few people will be able to play professionally. A
                                                                 different career skills, to be able to transfer to other
     lot of games only stay popular for a few years.
                                                                 professions after retirement from professional
     Some games that will be able to keep their fans
                                                                 playing.
     are the ones that keep getting new versions like
     Tekken and Super Smash Brothers. (Participant                    (...) Only a select few will make money through
     77)                                                              tournaments. The only others I see being able to
                                                                      have esports as a career are streamers. If they
     Difficult to achieve, often short-lived and has a
                                                                      have a large following, they will be able to retain
     long line of failed people behind each success.
                                                                      some followers if they switch games. (Participant
     (Participants 87)
                                                                      77)
     Joining a team, dedicating over 8 hours to
                                                                      Getting paid to compete in esports. Streaming is
     continuous playing with the team and practicing.
                                                                      not an esports career, that is something separate.
     Lots of stress and an uncertain career. Burnout of
                                                                      (Participant 60)
     pleasure from the game. (Participants 86)
                                                                      Like other industries, there are many possible
                                                                      careers within esports. The most visible being of
         3.2.4. Public perception and                                 course, the professional player. Many people
              legitimacy                                              work behind the scenes to produce broadcasts.
                                                                      Some jobs require more dedication to the
This theme encompasses societal perceptions of                        individual game being covered, while others are
esports, mostly as a legitimate career that can be                    more general. The popularity of the game among
equated to that of a traditional sportsperson. Some                   non-professional players, is an important part of
participants, however, consider it a frivolous activity               the viability of an esports scene (from a business
that wastes time and should not be treated as a real job,             point of view, there are exceptions) (Participant
or should even be restricted. This dichotomy reflects                 32)
broader societal attitudes towards gaming and the
evolving nature of what constitutes a 'real' career.
                                                                     3.3. Correlation analysis
     (...) to be honest? Losing in life. (Participant 20)
     A bunch of fat guys playing video games and                 Having different experiences with esports or gaming
     pretending to be actual athletes instead of getting         might be one of the factors determining how it is
     a job. (Participant 11)                                     perceived. Consequently, we conducted a correlation
                                                                 analysis (Spearman’s rho) between participants’
     (...). It is exactly the same as the career of a            characteristics and emergent themes. Each theme was
     sportsman. (Participant 9)                                  coded as a binary variable indicating its presence or
    A considerable number of participants have also              absence in a given response, resulting in nine variables
noted that esports athletic careers are often perceived          for each response - four related to the perception of
as an aim or a dream for many young people, who see              esports and five to esports athletic careers. This
professional esportsmanship as something worth                   analysis is presented in Table 2.
pursuing. Furthermore, esports athletes are viewed as                As Table 2 presents, a few significant correlations
celebrities or stars within their communities, serving           are present. The variable that seems to have the
as role models for those who aspire to follow in their           strongest association with the emergent themes is the
footsteps.                                                       esports spectatorship: (1) a positive correlation with
                                                                 “Accessible and Inclusive Entertainment” theme; (2) a
     Opportunity for young players who want to fulfill           positive correlation with “Cultural Phenomenon and
     their dream of gaming. (Participant 47)                     Lifestyle” theme; (3) a positive correlation with
     (...) A hidden dream. (Participant 113)                     “Professionalism and Skill Development”; and a (4)
                                                                 negative correlation “Economic Viability and
     (...) and being a celebrity in this community's             Livelihood” theme. This suggests that greater
     hierarchy. (Participant 36)                                 spectatorship and engagement with esports are more
                                                                 likely to result in its perception as an entertainment
         3.2.5. Diversity of roles                               and cultural phenomenon, as well as a professional
                                                                 domain. Interestingly, individuals who engaged more
Finally, esports athletic careers as perceived as                in esports spectatorship were less likely to perceive
encompassing many different roles and paths at the               esports careers as economically viable. Additionally,
same time. On one hand, people interested in these               some near-significant correlations were observed,
careers should be, of course, athletes, but on the other,        with one noteworthy finding being that older
they are required to be an entertainer or an artist.             participants were less likely to perceive esports as
However, some participants emphasize the need to                 entertainment and the career as a professional area.




                                                            16
Table 2
Correlation analysis
                                    E1          E2       E3         E4        EC1       EC2        EC3        EC4       EC5
  Gender                           -0.015    -0.064     0.018       0.052   -0.048      0.071     -0.052     0.060      0.117
  Age                              0.046 -0.157†        0.030      -0.062 -0.149†       0.077      0.023     0.058      0.003
  Esports experience               0.048        0.058   0.048      -0.086    0.137     -0.040      0.116    -0.038      0.056
  Gaming hours                     0.015     -0.064     -0.029     0.162†   -0.002      0.074     -0.019     0.056      0.095
  Esport hours                     -0.027       0.055   0.074       0.027    0.096     -0.077     -0.065    -0.126      0.031
  Esports spectating             -0.160†     0.169*     0.172*      0.018 0.237** -0.168*         -0.100    -0.080      0.080
  Esport engagement                -0.042       0.107   0.203*     -0.056   0.198*     -0.061      0.026    -0.135      0.041
  Tournament participation
                                   0.017        0.100   0.088       0.062    0.137     -0.078      0.014    -0.039      0.045
    Note. E = Esport; EC - Esport career;
    †p = 0.075 –- 0.05, *p < 0.05, **p < 0.01

                                                                    is somewhat surprising, considering that numerous
                                                                    studies related to esports participation suggest
4. Discussion                                                       potential consequences such as sleep pattern
                                                                    distortions [49], obesity [50], or various physical
This study presents an exploration of societal                      injuries [51]. This might potentially indicate a lower
perceptions of esports and esports athletic careers                 social consciousness regarding the existence of such
using a qualitative approach. With thematic analysis,               physical health problems in the context of esports.
our findings reveal a complex perspective on both of                    We have, however, identified an additional
those areas, based on the perceptions of the members                dimension related to how esports are perceived, which
of the gaming community. Current findings extend the                was not described by Formosa et al. [13] namely,
existing research by providing insight into a previously            inclusivity and equality. Many participants in the
under-explored perspective.                                         current study noted the inclusive nature of esports, a
    Regarding perceptions of esports, four themes                   discipline that, at least in principle, should equalize
have emerged: 1) Competitive Professional Gaming,                   chances for all who wish to participate. Of course, this
emphasizing esports as a high-skill, strategic, and                 is not always the case, as even if skill acquisition is less
competitive field akin to traditional sports; 2)                    dependent on physical attributes than in traditional
Accessible and Inclusive Entertainment, highlighting                sports, members of many groups still experience
how esports transcends physical, cultural, and                      exclusion from competition. Researchers often
geographical barriers; 3) Cultural Phenomenon and                   indicate that one of such groups is women [20 – 22, 52]
Lifestyle, indicating how esports influenced                        or people lacking resources to purchase gaming
contemporary cultural landscape, as well as                         equipment. While the first issue is a deeper
entertainment and social behaviors; 4) Economic and                 sociological problem [53], the second one is slowly
Industry Dynamics, recognizing esports as unique                    being addressed, as in many regions, facilities and
economic ecosystem.                                                 educational programs allowing for esports
    To a considerable extent, these dimensions align                participation are being created (e.g., [54 – 57]).
with those identified by Formosa et al., [13] in their              Additionally, if we consider people with different
systematic review as well as with prior studies like                disabilities, the way esports games are designed
that of Chang [16] or Örsoğlu et al. [17]. However, one             nowadays        is     gradually      becoming        more
dimension we have not identified as a significant                   accommodating towards them (e.g., [58, 59]). As such,
aspect of esports is gambling. This is surprising,                  despite some difficulties, esports seems to be heading
considering that the esports betting market reached                 towards the ideal noted by the participants of this
USD 9,749 million in 2021 [45] and, as reported by the              study.
UK’s Gambling Commission [46] reported, 8.5% of                         As identified in this thematic analysis, esports are
adults have ever bet on esports. On the one hand, our               also perceived as a venue for professional and
method may not have prompted participants to                        economically viable development with many possible
provide gambling-related answers, or they might have                career paths. However, some participants have noted
not perceived gambling as a key part of esports. On the             that despite such possibilities, the industry is not
other hand, participants might have chosen to hide                  exactly sustainable at the moment. As emphasized by
their gambling activities, as it is a stigmatized activity          Cranmer et al. [39], the esports industry exhibits
where maintaining secrecy can be an effective method                fragmentation in various aspects, and there is a need
of stigma reduction (e.g.,[47, 48]).                                for the development of sustainable business models to
    Furthermore, in comparison to Chang’s study [16],               establish esports as a more stable, profitable, and well-
we did not identify a perception of esports as carrying             respected career choice. Further, entering the industry
significant consequences for physical health but only               might be difficult, regardless of the desired position, as
for mental health (i.e., stress and burnout). This finding          reflected in the work of Ward & Harmon [60], who
                                                                    clearly show that esports is a “Superstar market”,




                                                              17
where only a few may achieve true success. This is                spectatorship comes also a greater appreciation for the
especially important considering that many young                  craftsmanship involved in esports. Interestingly, those
people aim to work in esports, viewing being an                   deeply engaged in spectatorship were less likely to
esports athlete as an occupation of dreams, as some               believe that esports careers are economically viable.
participants claimed.                                             This may be attributed to insights gained during
     While exploring the perceptions on such careers,             spectating, where individuals become acquainted with
five major themes emerged: 1) Professionalism and                 commentaries from athletes themselves, providing a
Skill Development, showing how esports are parallel to            more realistic portrayal of the challenges within this
traditional sports in its emphasis on skill, training, and        career. The generalizability of these findings to a
devotion of the athletes; 2) Economic Viability and               broader societal context remains unexplored due to
Livelihood, indicating to the potential for a sustainable         the limitations of the current dataset.
income but also noting how precarious this careers is;                 Furthermore, a noteworthy, albeit non-significant
3) Instability and Sacrifice, highlighting the personal           correlation has surfaced – older individuals were less
and professional sacrifices that esports athletes often           likely to perceive esports careers as areas of
have to make; 4) Public Perception and Legitimacy,                professional development. Additionally, they were less
showing that the societal perception towards esports              likely to indicate that esports serves as a form of
careers remains ambivalent, sometimes still denying it            accessible and inclusive entertainment. Possibly, for
the status of a legitimate career path; 5) Diversity of           older people, having a career in esports might not align
Roles, highlighting the many roles that esports athletes          with their preconceived notions of professional
need to undertake.                                                development associated with their upbrining and
     What, in the eye of the beholder, are esports                overall familiarity with the esports professional
athletic careers then? They are careers, just like                landscape. Those speculations, however, should be
traditional sports careers, that require plenty of                confirmed on a larger and more age-diverse sample.
devotion and sacrifice, a source of income that is                     In our understanding of esports, we need to draw
economically viable only for some. The difference lies            a line between professional and amateur participation.
in the ambivalent social perception of its status and the         Many of the participants of this study conflated
necessity for esports athletes to undertake many roles            amateurs and professionals, for instance indicating
and many industry positions at the same time in order             that a career as an esports athlete may be understood
to sustain themselves. Of course, this perception is              as simply playing video games. This, however, should
based on the views of the amateurs, thus we cannot                not surprise, as even in the scientific literature, there is
claim that it will remain true if professional esports            little showing at what point we can claim that a person
athletes are asked the same set of questions.                     becomes a professional esports athlete. If we look at
Nevertheless, this is an important contribution, as it            the current data, we could claim that this happens at
shows the wider and less explored perspective of                  the moment when someone either starts earning
people who perceive the industry from the outside.                money or starts developing their skills with the aim of
     One of the results, unlikely to appear to the same           engaging at the highest level of competition. However,
extent if researched among professionals, is the                  a question remains as to how much money one should
stereotypical views on esports athletes and their                 earn, or how to measure the seriousness of
careers. Even though both video games and esports are             engagement in athletic pursuits. Finding answers to
pastimes popular among a considerable number of                   these questions should prove beneficial not only for
people (e.g., in Poland, almost 67% of the adult                  the industry but also for the athletes.
population play video games, while 25% of them are                     In the extant literature, esports professionals or
interested in esports [61]), negative perceptions of              esports athletic careers are not usually explicitly
esports as a profession exist, even among people who              defined, the exception being a short definition
participate in esports themselves. As our thematic                provided by Freeman and Wohn [15] describing
analysis has shown, esports athletes are still                    professional players as someone “in a professional
sometimes perceived through the lens of the                       team playing for tournaments, eSports-related
stereotypical gamer – a couch potato [62]. The                    business, and streaming to make income”. However,
occupation itself, in turn, is sometimes seen as a waste          previous research can be used to describe esports
of time, a pseudo-sport, or pseudo-work. However, this            athletes and their careers, by exploring existing
view was not a very strong sentiment in the current               selection criteria for including participants in research
analysis, thus it is likely that in the wider society, it         that are described as professional players. For
might not be very prevailing.                                     instance, Ward & Harmon [60] suggested that people
     What is necessary to note, is that perceptions of            who received monetary compensation for tournament
esports and esports athletic careers vary among the               participation can be considered professionals.
members of the esports community, contingent on                   However, they also noted that such earning by itself is
their traits and experiences in esports and gaming. Our           not enough to claim that someone is a professional, as
data highlights that as individuals gain experience and           some people might have participated in a tournament
consume more esports content, particularly through                simply for fun. Thus, earnings do not necessarily
spectatorship, they are more inclined to perceive                 indicate whether someone is an amateur or a
esports careers as realms of professional development             professional.
requiring dedication and skill. Simultaneously, they                    In a different perspective, Meng-Lewis et al. [63]
tend to view esports as not only entertainment but also           stated that esports professionals are “current and
as a significant cultural phenomenon. It should not               retired athletes working in the esports industry”. Thus
surprise that people who watch esports tend to                    again, esports professionals seem to be those who
indicate that it is something fun to do, however with             work in the industry and earn money by doing their




                                                             18
jobs. Esports professionals can also be described as                  between the two groups using more comprehensive
people who have “experienced esports'' for a given                    data collection methods [39].
time [64], who are competing or belonging to gaming                        Despite these limitations, our study offers insights
leagues [30], or who have greater skills and                          into the perceptions of esports and esports athletic
understanding than non-professionals and who                          careers, an area still understudied. From the
practice rigorously [65]. García-Lanzo & Chamarro                     perspective of amateur esports athletes and the video
[66] aimed to make a distinction between amateurs                     gaming community, esports are viewed as competitive,
and semi-professionals, resulting in showing that                     inclusive, culturally influential, and a growing industry
semi-professionals are more likely to be people                       with diverse career opportunities. However, this study
spending more time on playing video games, are less                   also reveals that individuals outside the industry
motivated by the game’s story or lore, and are more                   perceive esports athletic careers as precarious and
likely to be motivated by the desire to increase their                unstable, characterized by professional demands,
own mental capacities. We ourselves distinguished                     economic challenges, and mixed social perceptions.
esports athletes and professionals by allowing the                    Moreover, we identified that, from the amateur
participants to describe themselves as a member of                    perspective, the primary differences between esports
either group, virtually leaving the classification to                 professionals and amateurs lie in the effort invested in
them. Thus, these insights from the literature are                    self-development in gaming and the economic
consistent with the prevailing sentiment among                        opportunities associated with play. Importantly, these
amateurs, indicating that the distinction between                     perceptions may vary depending on demographic
professional and non-professional players is an                       characteristics and the level and type of engagement in
amalgamation of self-development and economic                         esports.
viability. Regardless of where to draw the line between                    Considering current deliberations, we believe that
amateurs and professionals, researchers and amateurs                  it is necessary to continue exploring this research area.
seem to agree that being an esports athlete is a                      This will help to distinguish more clearly between
“legitimate kind of job by which one could gain fame                  professional and non-professional athletes, aiding
and material wealth by winning videogame                              prospective esports athletes in understanding what is
competitions or belonging to videogame league” [30].                  required to become a professional in this field.
    Finally, this study is not without its limitations.               Consequently, such players could form realistic
First, our sample is not representative, consisting                   expectations and plan their careers more effectively.
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                    Acknowledgements
make inferences about the wider population's
opinions, but only about those of the gamer                           The data was gathered with the help of Dawid Bojarski
population. Future studies should consider including a                and Patryk Burdun.
more diverse sample, particularly individuals
disconnected from the gaming community. However,
as the percentage of people engaged in video gaming                   References
increases, finding such a sample becomes increasingly
challenging. Furthermore, the gender distribution in                  [1] Olympic Council of Asia, Electronic Sports, 2023.
our current sample was skewed, with a majority of                         URL:       https://oca.asia/sports/73-electronic-
participants being men. This might be attributed to the                   sports-es.html.
method of participant recruitment, primarily utilizing                [2] International Esports Federation, Esports
Facebook and Reddit, social media platforms known                         Announced As Medal Sport At 2022 Asian Games
for their predominantly male user base [67, 68].                          – IESF, 2023. URL: https://iesf.org/esports-
Additionally, video gaming spaces and discussion                          announced-as-medal-sport-at-2022-asian-
forums are often perceived as stereotypically                             games/.
masculine spaces [69, 70] which are unwelcoming to                    [3] T. M. Scholz, eSports is Business: Management in
women,        further        contributing        to        the            the World of Competitive Gaming, 1st ed.,
underrepresentation of women in our sample. In                            Palgrave Pivot, Cham, CH, 2019. doi:
addition, this study mostly included participants from                    10.1007/978-3-030-11199-1.
North America and Europe, thus not allowing to                        [4] I. Pedraza-Ramirez, L. Musculus, M. Raab, S.
generalize the results to other regions.                                  Laborde, Setting the scientific stage for esports
    Moreover, we relied on a method that precludes a                      psychology: a systematic review, Int Rev Sport
deeper understanding of the issue. Specifically, in                       Exerc Psychol 13 (2020) 319-352. doi:
open-ended questionnaires, follow-up questions                            10.1080/1750984X.2020.1723122.
cannot be used to expand upon the provided content,                   [5] Hangzhou Asian Games Organizing Committee,
as there is no direct interaction with the participant.                   Esports,                                     URL:
Furthermore, in line with our objectives, we did not                      https://www.hangzhou2022.cn/En/competition
include the views of professional esports athletes and                    s/sports/competitive/202204/t20220410_4730
industry members in the analysis. Consequently,                           2.shtml.
themes covered in previous studies based on expert                    [6] Newzoo, Global Esports & Live Streaming Market
insights are not as well-represented in our results.                      Report 2022 Free Version, 2021. URL:
Future research should consider incorporating both                        https://newzoo.com/products/reports/global-
expert and participant views, making comparisons                          esports-live-streaming-market-report.




                                                                 19
[7] D. Y. Jin, eSports and Television Business in the                   games? you are a girl!: Exploring gender biases in
     Digital Economy, in: Korea’s Online Gaming                         esports, in: Proceedings of the 2021 CHI
     Empire, The MIT Press, Cambridge, MA, 2010, pp.                    Conference on Human Factors in Computing
     59-80. doi: 10.7551/MITPRESS/8571.003.0006.                        Systems, CHI ’21, ACM Press, New York, NY, 2021,
[8] M. Martončik, e-Sports: Playing just for fun or                     pp. 1-15. doi: 10.1145/3411764.3445248.
     playing to satisfy life goals?, Comput Human                  [22] S. Schelfhout, M. T. Bowers, Y. A. Hao, Balancing
     Behav        48       (2015)       208–211.       doi:             Gender Identity and Gamer Identity: Gender
     10.1016/j.chb.2015.01.056.                                         Issues Faced by Wang ‘BaiZe’ Xinyu at the 2017
[9] European Parliament, Esports and video games,                       Hearthstone Summer Championship, Games Cult
     2022.                                            URL:              16             (2021)            22-41.           doi:
     https://www.europarl.europa.eu/doceo/docum                         10.1177/1555412019866348.
     ent/TA-9-2022-0388_EN.html.                                   [23] H. Xue, J. I. Newman, J. Du, Narratives, identity and
[10] Global Esports Federation, Yunus Sports Hub,                       community in esports, Leisure Studies 38 (2019)
     Esports for Development, 2023. URL:                                845–861.                                          doi:
     https://www.esportsfordevelopment.org/.                            10.1080/02614367.2019.1640778.
[11] International Olympic Committee, Olympic                      [24] Z. Lin, Y. Zhao, Self-enterprising eSports:
     Esports            Week,          2023.          URL:              Meritocracy, precarity, and disposability of
     https://olympics.com/en/esports/olympic-                           eSports players in China, International Journal of
     esports-week/.                                                     Cultural Studies 23 (2020) 582–599. doi:
[12] M. G. Wagner, On the Scientific Relevance of                       10.1177/1367877920903437.
     eSports, in: Proceedings of the 2006 international            [25] L. Zhouxiang, From e-heroin to e-sports: The
     conference on Internet computing & conference                      development of competitive gaming in china,
     on computer games development, ICOMP ’06,                          International Journal of the History of Sport 33
     CSREA Press, Las Vegas, NV, 2006, pp. 437–442.                     (2016)                 2186–2206.                 doi:
     ISBN 1-60132-005-1.                                                10.1080/09523367.2017.1358167.
[13] J. Formosa et al., Definitions of Esports: A                  [26] F. Bányai, M. D. Griffiths, Z. Demetrovics, O. Király,
     Systematic Review and Thematic Analysis, in:                       The mediating effect of motivations between
     Proceedings of the ACM on Human-Computer                           psychiatric distress and gaming disorder among
     Interaction, CHI PLAY’ 22, ACM Press, New York,                    esport gamers and recreational gamers, Compr
     NY, 2022, pp. 1-47. doi: 10.1145/3549490.                          Psychiatry           94          (2019).          doi:
[14] J. Hamari, M. Sjöblom, What is eSports and why do                  10.1016/j.comppsych.2019.152117.
     people watch it?, Internet Research 27 (2017)                 [27] G. Bruce, Doctor, vet, esports star, influencer:
     211-232. doi: 10.1108/IntR-04-2016-0085.                           Dream jobs among US teens, 2021. URL:
[15] G. Freeman, D. Y. Wohn, ESports as an emerging                     https://today.yougov.com/topics/technology/ar
     research context at CHI: Diverse perspectives on                   ticles-reports/2021/12/14/influencer-dream-
     definitions, in: Proceedings of the 2017 CHI                       jobs-among-us-teens.
     Conference Extended Abstracts on Human                        [28] J. X. Lee, L. Ting, A teen’s dream job, 2015. URL:
     Factors in Computing Systems, CHI EA ’17, ACM                      https://www.straitstimes.com/lifestyle/a-teens-
     Press, New York, NY, 2017, pp. 1601–1608. doi:                     dream-job.
     10.1145/3027063.3053158.                                      [29] F. Bányai, Á. Zsila, M. D. Griffiths, Z. Demetrovics,
[16] Z. Chang, What’s the hype about esports? A                         O. Király, Career as a Professional Gamer: Gaming
     qualitative study about esports consumer                           Motives as Predictors of Career Plans to Become
     motivation, Bachelor’s thesis, Luleå University of                 a Professional Esport Player, Front Psychol 11
     Technology, Luleå, Sweden, 2019.                                   (2020). doi: 10.3389/fpsyg.2020.01866.
[17] T. Örsoğlu, B. Yüzbaşioğlu, and H. A. Pekel,                  [30] S. H. Kim, M. K. Thomas, A Stage theory model of
     eSports: Digital Games and Its Future From the                     professional video game players in South Korea:
     Traditional Athletes’ and eSports Players’                         The      socio-cultural     dimensions      of    the
     Perspectives, Simul Gaming 54 (2023) 534–553.                      development of expertise, Asian Journal of
     doi: 10.1177/10468781231188668.                                    Information Technology 14 (2018) 176-186. doi:
[18] J. Vilasís-Pamos, F. Pires, How do teens define                    10.3923/ajit.2015.176-186.
     what it means to be a gamer? Mapping teens’                   [31] T. Adamus, Playing computer games as electronic
     video game practices and cultural imaginaries                      sport: In search of a theoretical framework for a
     from a gender and sociocultural perspective, Inf                   new research field, in: Computer Games and New
     Commun Soc 25 (2022) 1735-1751. doi:                               Media Cultures, Springer, Dordrecht NL, 2012, pp.
     10.1080/1369118X.2021.1883705.                                     477–490. doi: 10.1007/978-94-007-2777-9.
[19] K. A. Faust, J. F. Meyer, M. D. Griffiths, Competitive        [32] Newzoo, Global Esport market report Free
     and professional gaming: Discussing potential                      Version           2019,           2019.         URL:
     benefits of scientific study, International Journal                https://resources.newzoo.com/hubfs/Reports/
     of Cyber Behavior, Psychology and Learning 3                       2019_Free_Global_Esports_Market_Report.pdf.
     (2013) 67–77. doi: 10.4018/ijcbpl.2013010106.                 [33] M. Y. C. Wong, P. K. Chung, K. Ou, and K. M. Leung,
[20] T. L. Taylor, Raising the Stakes: E-Sports and the                 Perception of Hong Kong Teenagers and Young
     Professionalization of Computer Gaming, MIT                        Adults on Esports Participation: A Qualitative
     Press,      Cambridge,        MA,       2012.     doi:             Study Using Theory of Planned Behavior, Front
     10.7551/mitpress/8624.001.0001.                                    Psychol            12           (2021).           doi:
[21] D. Madden, X. Liu, H. Yu, M. F. Sonbudak, G. M.                    10.3389/fpsyg.2021.650000.
     Troiano, C. Harteveld, Why are you playing




                                                              20
[34] M. Salo, Career Transitions of eSports Athletes: A                 38          (2021)           1002–1009.             doi:
     Proposal for a Research Framework, Int J Gaming                    10.1080/07420528.2021.1903480.
     Comput Mediat Simul 9 (2017) 22-32. doi:                      [50] M. G. Trotter, T. J. Coulter, P. A. Davis, D. R. Poulus,
     doi:10.1007/978-94-007-2777-9_30.                                  and R. Polman, The association between esports
[35] Y. Seo, Professionalized consumption and                           participation, health and physical activity
     identity transformations in the field of eSports,                  behaviour, Int J Environ Res Public Health 17
     Bus     Res      69    (2016)      264–272.       doi:             (2020) 1–14. doi: 10.3390/ijerph17197329.
     10.1016/J.JBUSRES.2015.07.039.                                [51] J. Difrancisco-Donoghue, J. Balentine, G. Schmidt,
[36] F. Giakoni-Ramírez, E. Merellano-Navarro, D.                       and H. Zwibel, Managing the health of the eSport
     Duclos-Bastías, Professional Esports Players:                      athlete: An integrated health management model,
     Motivation and Physical Activity Levels, Int J                     BMJ Open Sport Exerc Med 5 (2019). doi:
     Environ Res Public Health 19 (2022). doi:                          10.1136/bmjsem-2018-000467.
     10.3390/ijerph19042256.                                       [52] A. L. L. Cullen, “I play to win!”: Geguri as a
[37] T. Weiss, S. Schiele, Virtual worlds in competitive                (post)feminist icon in esports, Fem Media Stud 18
     contexts: Analyzing eSports consumer needs,                        (2018)                  948–952.                    doi:
     Electronic Markets 23 (2013) 307-316. doi:                         10.1080/14680777.2018.1498112.
     10.1007/s12525-013-0127-5.                                    [53] U. Hussain, B. Yu, G. B. Cunningham, G. Bennett, “I
[38] T. D. Smithies, A. J. Toth, E. Conroy, N.                          Can be Who I Am When I Play Tekken 7”: E-sports
     Ramsbottom, M. Kowal, M. J. Campbell, Life After                   Women Participants from the Islamic Republic of
     Esports: A Grand Field Challenge, Front Psychol                    Pakistan, Games Cult 16 (2021) 978–1000. doi:
     11 (2020) 1-5. doi: 10.3389/fpsyg.2020.00883.                      10.1177/15554120211005360.
[39] E. E. Cranmer, D. I. D. Han, M. van Gisbergen, and            [54] AhlmanEdu,          Esport-linja,      2023.       URL:
     T. Jung, Esports matrix: Structuring the esports                   https://ahlmanedu.fi/koulutushaku/esport-
     research agenda, Comput Human Behav 117                            linja/.
     (2021). doi: 10.1016/j.chb.2020.106671.                       [55] W. Elegbede, EStars: Fostering educational
[40] Reddit, Reddit - Dive into anything, 2024. URL:                    development in Nigerian schools with esports,
     https://www.reddit.com/.                                           2023. URL: https://guardian.ng/opinion/estars-
[41] L. S. Nowell, J. M. Norris, D. E. White, N. J. Moules,             fostering-educational-development-in-nigerian-
     Thematic Analysis: Striving to Meet the                            schools-with-esports/.
     Trustworthiness Criteria, Int J Qual Methods 16               [56] S. E. Jenny, J. Gawrysiak, N. Besombes,
     (2017) 1-13. doi: 10.1177/1609406917733847.                        Esports.edu: An Inventory and Analysis of Global
[42] A. Tong, P. Sainsbury, J. Craig, Consolidated                      Higher        Education        Esports        Academic
     criteria for reporting qualitative research                        Programming and Curricula, International
     (COREQ): A 32-item checklist for interviews and                    Journal      of    Esports       1    (2021).      URL:
     focus groups, International Journal for Quality in                 https://www.ijesports.org/article/59/html.
     Health Care 19 (2007) 349–357. doi:                           [57] NASEF, Free Middle School & High School Esports
     10.1093/intqhc/mzm042.                                             Clubs, 2023. URL: https://www.nasef.org/.
[43] T. K. Koo, M. Y. Li, A Guideline of Selecting and             [58] Altgram, How People with Disabilities are
     Reporting Intraclass Correlation Coefficients for                  changing           Esports,          2023.         URL:
     Reliability Research, J Chiropr Med 15 (2016)                      https://altagram.com/people-with-disabilities-
     153-163. doi: 10.1016/j.jcm.2016.02.012.                           changing-esports/.
[44] Jamovi, open statistical software for the desktop             [59] P. Walker, How can esports be more disability
     and cloud, 2024. URL: https://www.jamovi.org/.                     inclusive?,                 2023.                  URL:
[45] Business Research Insights, ESports Betting                        https://esportsinsider.com/2023/04/disability-
     Market Share & Growth Analysis Report, 2023.                       barriers-esports.
     URL:                                                          [60] M. R. Ward, A. D. Harmon, ESport Superstars, J
     https://www.businessresearchinsights.com/ma                        Sports Econom 20 (2019) 987–1013. doi:
     rket-reports/esports-betting-market-100204.                        10.1177/1527002519859417.
[46] Gambling Commission, Virtual currencies,                      [61] Polish Gamers, Polish Gamers 2022, 2023. URL:
     eSports and social gaming - discussion paper,                      https://polishgamers.com/pgr/polish-gamers-
     2017.                                            URL:              research/polish-gamers-research-2022/.
     https://www.gamblingcommission.gov.uk/abou                    [62] A. Lepp, B. Dowdell, B. Yim, J. E. Barkley, Esports
     t-us/page/virtual-currencies-esports-and-social-                   Gamers, Recreational Gamers, and the Active
     gaming-discussion-paper.                                           Couch Potato Lifestyle, Am J Lifestyle Med 0
[47] N. Hing, E. Nuske, S. M. Gainsbury, A. M. T. Russell,              (2023). doi: 10.1177/15598276231184159.
     Perceived stigma and self-stigma of problem                   [63] Y. Meng-Lewis, D. Wong, Y. Zhao, G. Lewis,
     gambling: perspectives of people with gambling                     Understanding complexity and dynamics in the
     problems, Int Gambl Stud 16 (2016) 31-48. doi:                     career development of eSports athletes, Sport
     10.1080/14459795.2015.1092566.                                     Management Review 25 (2022) 106-133. doi:
[48] L. Quigley, Gambling Disorder and Stigma:                          10.1016/j.smr.2020.08.003.
     Opportunities for Treatment and Prevention,                   [64] S. Chansaengsee, Exploratory factor analysis of
     Current Addiction Reports 9 (2022) 410-419. doi:                   self-awareness for decision making on a right
     10.1007/s40429-022-00437-4.                                        major of secondary students via the socialization
[49] M. A. Gomes, F. V. Narciso, M. T. de Mello, and A.                 of e-sport professionals, Current Psychology 42
     M. Esteves, Identifying electronic-sport athletes’                 (2023) 16495–16506. doi: 10.1007/s12144-022-
     sleep-wake cycle characteristics, Chronobiol Int                   02800-0.




                                                              21
[65] D. Madden, C. Harteveld, Constant pressure of
     having to perform: Exploring player health
     concerns in esports, in: Proceedings of the 2021
     CHI Conference on Human Factors in Computing
     Systems, CHI ’21, ACM Press, New York, NY, 2021,
     pp. 1-14. doi: 10.1145/3411764.3445733.
[66] S. García-Lanzo, A. Chamarro, Basic psychological
     needs, passion and motivations in amateur and
     semi-professional eSports players, Aloma 36
     (2016)                  59-68.               doi:
     10.51698/aloma.2018.36.2.59-68.
[67] Statista, Distribution of Reddit users worldwide
     as of 3rd quarter 2022, by gender, 2023. URL:
     https://www.statista.com/statistics/1255182/d
     istribution-of-users-on-reddit-worldwide-
     gender/.
[68] Datareportal, Facebook Users, Stats, Data,
     Trends,                 2023.               URL:
     https://datareportal.com/essential-facebook-
     stats.
[69] A. Salter and B. Blodgett, Hypermasculinity &
     Dickwolves: The Contentious Role of Women in
     the New Gaming Public, J Broadcast Electron
     Media       56      (2012)     401–416.      doi:
     10.1080/08838151.2012.705199.
[70] L. Kendall, “Oh No! I’m a Nerd!”: Hegemonic
     Masculinity on an Online Forum, Gender and
     Society      14      (2000)     256–274.     doi:
     10.1177/089124300014002003.




                                                         22