Beyond Solitary Play in Computer Games: The Social Practices of Esports
Beyond Solitary Play in Computer Games: The Social Practices of Esports
Beyond Solitary Play in Computer Games: The Social Practices of Esports
Yuri Seo
Victoria University of Wellington, New Zealand
Sang-Uk Jung
Hankuk University of Foreign Studies, Republic of Korea
Abstract
This article adopts the theory of social practices as a critical lens for understanding
computer game consumption as multiple nexuses of doings and sayings, which represent the elements of and are situated within the broader context of consumer culture.
Specifically, we explore an emerging phenomenon of an organised and competitive
approach to computer gaming, referred to as electronic sports or eSports, by offering
a novel conceptualisation of eSports as an assemblage of consumption practices. In our
endeavour, we illustrate that eSports practices are performed by consumers through
multiple interconnected nexuses of unique understandings, tools, competencies and
skills, whereby these nexuses transcend the elements of digital play to include the
watching and governing of eSports. Accordingly, eSports consumers take on multiple
roles beyond being considered merely as players, engaging with this phenomenon using
different nexuses of practical activities. Our findings suggest that, in order to gain a
more comprehensive perspective of what consumers actually do with computer
games, we should explore gaming consumption in relation to different social practices
that co-constitute multifaceted consumer engagement within this genre.
Keywords
Consumer behaviour, computer games, social practices, eSports, games and culture
Corresponding author:
Yuri Seo, School of Marketing and International Business, Victoria University of Wellington, P.O. Box 600,
Wellington 6140, New Zealand.
Email: [email protected]
Introduction
[Player] Nestea and [Player] MVP in overall series tied one and one in the nal match
of the nal best of three. Each player has defeated the other three times in the course
of this BlizzCon tournament today, and everything comes down to one nal match for
50000 dollars!. Ladies and gentlemen are you ready to make some noise?! [Audience
cheering and clapping]. The Grand Finale of BlizzCon 2011 could not have had a better
story everything comes down to one single game. If MVP wins, then he is the
champion! If Nestea wins, then he is the champ! Lets tune in to the nal match of
BlizzCon Invitational . . .
The excerpt above is derived from a commentary to the nal match at the 2011
computer game tournament BlizzCon StarCraft II Invitational, organised by
Blizzard Entertainment to endorse one of its major computer game titles
StarCraft II (Blizzard, 2013). The tournament oered a grand prize of
US$50,000, attracting professional gaming players from all over the world. The
events of Blizzcon Invitational reect an emerging cultural phenomenon referred to
as electronic sports or eSports (Seo, 2013; Taylor, 2012; Witkowski, 2012).
eSports is formally dened as an area of sport activities in which people develop
and train mental or physical abilities in the use of information and communication
technologies (Wagner, 2007: 182). Unlike other computer game practices, where
participants may enjoy storytelling (Buchanan-Oliver and Seo, 2012), eSports is
consumed as an organised and competitive approach to computer gaming.
Witkowski (2012) notes that for the past decade, this style of gaming has been
played across networked computers where structured online computer gaming
leagues and locally networked events have oered players a place to engage in
serious or career competition (p. 350).
The cultural development of eSports is associated with the emergence of professional and semi-professional tournaments, where consumers have been able to
celebrate organised and competitive gaming practices, by authenticating their consumption in a real world, traversing the boundaries between the online and oine
experience of competitive computer games (Seo, 2013: 1551). Of particular symbolic signicance is the annual World Cyber Games (WCG), a computer gaming
tournament comparable to the Olympic Games for traditional sports. International
events like WCG tend to attract substantial corporate sponsorships and media
coverage that enable tournament organisers to gather larger audiences of spectators, oer bigger prize pools for players and promote further cultural interest in
eSports, especially among youth consumers (Taylor, 2012). Moreover, as these
competitive tournaments become more sophisticated, there is an emerging trend
towards institutionalised governance of eSports, reected in a greater number of
professionalised leagues and organisations that have been appearing across the
world (e.g. Cyberathlete Professional League in the United States, Korean
eSports Association in South Korea and Electronic Sports League (ESL) in
Europe). These nascent governing bodies oer regulatory support for eSports by
games are not serious), tools (e.g. knowing particular computer software) and skills
and competencies (e.g. being able to perform actions using an avatar).
The underlying purpose of our practice-based approach is threefold. First,
we identify and discuss the constituent consumption practices of organised and
competitive gaming, which include the playing, watching and governing of
eSports. Second, we illustrate how these practices are interrelated through
their shared nexuses of understandings, tools, competencies and skills. Finally,
we discuss how this assemblage of eSports practices and their
interrelationships increases our understanding of eSports as a cultural consumption
phenomenon.
Methodology
A three-stage iterative process was adopted to uncover and understand the social
practices of eSports consumption. During the rst stage, key interdisciplinary
academic texts were sourced based on their relevance for understanding the conditions surrounding eSports consumption. These were obtained through keyword
searches in ABI/Inform, ProQuest and Google Scholar, with further scans conducted by checking reference lists. The accumulated studies encompassed a range
of social disciplines including media studies (e.g. Jansz and Martens, 2005), communication (e.g. Borowy and Jin, 2013), sports studies (e.g. Jonasson and
Thiborg, 2010), game studies (e.g. Taylor, 2012; Witkowski, 2012) and marketing
(e.g. Seo, 2013). The inductive analysis of these textual sources was guided by a
theoretical discourse analysis (Buchanan-Oliver and Cruz, 2009). More specically, main concepts about eSports were rst understood in the context of their
respective studies and then compared and categorised in order to elicit higher
order abstractions based on their perceived commonalities and linkages (Spiggle,
1994). During this stage, an iterative process between the source texts and the
emerging categories was adopted to develop provisional categories, constructs,
and conceptual connections (Buchanan-Oliver and Cruz, 2009: 368), which aided
the subsequent induction of the broader underlying themes about
eSports practices.
At the second stage, we enriched and extended our analysis by sourcing
documentary evidence from popular media texts, such as business magazines
(e.g. Forbes), company and organisational websites (e.g. Blizzard, WCG),
technological patents (e.g. Wee et al., 2006), video commentaries of eSports
events (e.g. Blizzcon StarCraft Invitational) and online eSports communities
and blogs (e.g. eSports Yearbook). These texts were obtained by exploring
media references in previous research studies (e.g. Taylor, 2012) and then snowballing from these established references by scanning for new media sources.
A discourse analysis of documentary evidence followed the same analytical procedures that were used for academic texts. In particular, each reading of the text
encompassed a broader range of considerations from previous readings
(Thompson, 1997), forming a complex web of holistic interpretations about
Furthermore, Adamus (2012) reports that there are a growing number of professional players who earn a living by playing computer games as a form of sport.
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Consider the following excerpt from a Forbes interview with a famous eSports
player, Steven Bonnel (Tassi, 2012):
I worked as a professional carpet cleaner! I still played the original Starcraft [computer game] quite a bit, but never for money, and never at a high level. As for when
you cross over to playing full time, I think that line changes for every person, based on
their personal situation at the time. For me, I own my house and have a little baby to
support now, so I crossed the line when I was able to realize an income capable of
supporting my lifestyle and nances.
The excerpt demonstrates that playing eSports conicts with Caillois (2001)
denition of pure play found in leisure activities, where play creates neither
goods, nor wealth, nor new elements of any kind; and, except for the exchange
of property among the players, end[s] in a situation identical to that prevailing at
the beginning of the game (p. 9). Instead, eSports players are empowered to nd
extrinsic benets, such as prize money and social status. Accordingly, playing
eSports could be understood better using the notion of false play found in professional sports, where the intrusion of extrinsic gains and reality (e.g. money)
brings with it the possibility of corruption of play, whereby a leisure activity
becomes a form of labour (Caillois, 2001). In the following section, we will be
returning to Caillois concepts of leisure and labour to discuss the cultural development and professionalisation of eSports within the broader eSports consumption
practices and their roles.
Furthermore, playing eSports is coordinated by a unique set of competencies
and skills required to perform the practice. It has, for instance, been suggested that
eSports players develop a tacit knowledge about how to play competitively
(Wagner, 2007; Witkowski, 2012), whereby eSports can be distinguished from
playing computer games for other purposes. This is particularly evident from the
rules governing eSports tournaments, such as those set up for playing the computer
game StarCraft II at the WCG (WCG, 2013). StarCraft II is a real-time strategy
computer game produced by Blizzard Entertainment. In this game, a player chooses
to control one of the three races: the Terrans, the Zerg and the Protoss. The game
requires players to defeat their opponents by overcoming their armies, and the
game ends when one of the opponents is completely defeated (Blizzard, 2013).
However, on top of these generic in-game rules, eSports players participating in
WCG must also adhere to the tournament rules (WCG, 2013).
These additional requirements outline the code of conduct, prescribed by the
tournament organisers, to ensure fair play among the competitors (WCG, 2013).
Accordingly, many of these rules such as not using certain types of the games
applications or disclosing a players race to a higher seeded opponent are specied only for organised and competitive gameplay and, therefore, may not be followed necessarily by the players for other gaming purposes (e.g. when
playing casually). In other words, since participating in eSports tournaments
represents an important element of an organised and competitive approach
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to playing computer games (Wagner, 2007; Witkowski, 2012), this suggests that
by regularly adhering to the tournament rules, eSports players routinise and sustain these rules as an integral part of the socially understood skills and
competencies required for playing the particular games as eSports rather than
for leisure.
The performance of playing eSports is also evident outside gaming tournaments.
In particular, Huhh (2008) discusses how the Internet cafes in South Korea, called
PC bangs, have become a social space for nurturing organised and competitive
computer gaming. Huhh (2008) observes that players use PC bangs to compete
regularly in the same oine space:
Players derived much pleasure in playing StarCraft with players while sharing the
same physical and cultural environment. Even today, professional computer league
game players (pro-leagues) still conduct preliminary elimination contests in PC bangs
still the ground for aspiring eSports superstars. (p. 30)
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eSports practices, whereby they produce specialised tools, which empower consumers to distinguish eSports playing from other forms of gaming (Seo, 2013).
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Finally, watching eSports can be also dierentiated by the specialised tools used
by consumers to perform the practice. In particular, it has been reported that
Internet Protocol Television (IPTV) is increasingly becoming a preferred platform
for watching eSports (Scholz, 2012). IPTV provides a number of unique features
and benets compared with traditional television. For instance, this media channel
enables a shared access for viewers from any part of the world, whereby the viewers
watching an eSports tournament in Asia can connect to the viewers from Europe
by using the same IPTV station. Such features enabled the 2012 WCG to attract
over 9.5 million viewers worldwide (WCG, 2013). Moreover, IPTV integrates communication capabilities (e.g. video chat) that enable interaction among and
between viewers, encouraging these parties to connect with the broader crowd of
spectators (Su and Shih, 2011). Finally, viewers are able to take control of their
viewing cameras, which enhances their interactivity with the broadcasting event
(Scholz, 2012). In turn, this suggests that the unique elements of watching eSports
require consumers to develop new skills and competencies in using the associated
tools that are necessary to perform the practice. Interestingly, many computer
games have now integrated the ability to watch live streams of computer game
events within the game interface itself (Su and Shih, 2011). From the practice
theory perspective, this means that the playing and watching of eSports are becoming more integrated through the shared tools which are used to perform the two
practices.
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15
such an approach would oer a limited insight into the broader sociocultural
aspects of eSports consumption. This position becomes particularly useful when
we endeavour to distinguish and understand eSports in relation to other similar
forms of computer game practices. For instance, Novak (2005) describes a practice
of hard-core gaming, where consumers play games on a regular basis, [. . .] and
often enjoy competitive features and deep gameplay (p. 373). According to Dena
(2008), hard-core gamers are exceptionally skilled in playing games, and devote
substantial time to training and leading the gameplay, and participating in the
community. These descriptions may suggest that, since both hard-core gaming
and eSports require participants to be ever more competitive in playing computer
games, the two practices are one and the same. However, within the broader
assemblage of consumption practices, not only do eSports consumers play computer games competitively, but this gameplay is also dynamically intertwined with
spectatorial followings that add an element of staged performance and eSports
governance that aims to institutionalise the practice. Thus, while some overlapping
understandings, tools, competencies and skills may indeed be found between playing eSports and hard-core gaming, by lensing competitive gaming through the
assemblage of consumption practices we can draw out more apparent distinctions
and the unique features of eSports.
Moreover, the observed mutual entanglement and complexity of eSports practices suggest that eSports is an amalgamated cultural phenomenon, where separate
practices of eSports are interrelated through a ow of shared understandings, tools,
skills and competencies. If there were no players who developed their own competencies and skills in playing computer games, it is unlikely that the practice of
watching and/or the practice of governing eSports would have emerged and been
sustained. Likewise, if there was no subculture of spectatorial followers, there
would be less motivation to perform eSports competitively, and there would be
less need for governance organisations to institutionalise the practice.
These intertwined cultural processes are particularly important to understand
when we revisit the notion of eSports as becoming a form of professionalised sport.
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In particular, Taylor (2012) discusses that competitive features and rivalry have
been present in computer game consumption long before the emergence of eSports,
suggesting that the skill-based rivalry found in eSports could be a necessary condition for understanding eSports as a form of sport (e.g. Wagner, 2007; Witkowski,
2012); however, this element alone is not a sucient condition. Indeed, many other
practices such as cooking (Stitt, 1996) and even gambling (Griths, 1990) can
involve various forms of games of skill. However, in our endeavour to understand
eSports as a form of sport, further insights can be drawn from Caillois (2001)
argument about leisure and labour, where professionalised sport is perceived to be
the form of the latter.
Caillois (2001) argues that professionalised sport corrupts play found in leisure
by contaminating the world of play with extrinsic reality (e.g. money). From this
perspective, eSports is becoming professionalised and even, perhaps, oers opportunities for cheating and corruption (e.g. Thiborg and Carlsson, 2010) because the
practice embraces various external-to-play elements. Among these, of particular
importance are spectatorial followings that allow eSports players to earn money
and gain a cult-like status similar to that of professional athletes competing in
major sporting leagues (Wagner, 2007: 184). In other words, the watching practice
of eSports can be perceived as alluding to our understanding of competitive gaming
in relation to professionalised sport since eSports becomes not only about the
rivalry of computer games but also about the staged performance of this rivalry
for the audience of fans who desire to immerse themselves in the subculture of
eSports consumption.
In the same vein, the regulatory functions performed by governing bodies and
leagues extrinsically guide the cultural development of playing eSports towards
professionalised practice, by institutionalising external features familiar from the
world of physical sports and entertainment, including tournaments, leagues, fans,
teams, team owners, player contracts, sponsors, and the like (Burk, 2013: 1536).
Consequently, our observations highlight that the cultural development and professionalisation of computer gaming cannot be reduced to any one individual practice of eSports. Instead, these developments are better understood within the
broader dynamically intertwined assemblage of eSports, which coordinates a complex social performance of multiple practices, where each of the three practices
sustains the importance of and contributes to the cultural development of the
others.
Finally, our conceptualisation draws attention to the consumers who carry and
carry out (Reckwitz, 2002) a diversity of roles in actualising and sustaining eSports
practices. More specically, our explorations suggest that people who play eSports
are often the same people who are involved in the watching and governing practices. In particular, Taylor (2012) highlights how playing computer games enable
consumers to develop tacit knowledge that assists them in watching and organising
eSports events. This implies that although we can delineate separate practices of
eSports consumption (i.e. playing, watching and governing), these practices can be
performed by the same actors. Such dynamics, in turn, set the assemblage of
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eSports apart from other sporting practices, where dierent parties (e.g. the audience, performers and organisers) are more segregated in terms of their respective
roles and practices that they are allowed to perform. Accordingly, a distinctive
element of eSports consumption is that eSports consumers are able to concurrently
develop multiple understandings about what eSports connotes (e.g. competitive
rivalry, staged performance, institutionalised practice), acquire various sets of
skills (e.g. playing by the rules, streaming IPTV) and use this know-how to wield
the multiple specialised tools (customised keyboards, streaming software) that are
necessary to perform the consumption practices.
Conclusion
Our observations highlight that, despite the increasing interest in computer game
consumption (e.g. Buchanan-Oliver and Seo, 2012; Denegri-Knott and
Molesworth, 2010), the central marketing and consumer behaviour issues for
the entertainment software industry are [still] yet to be signicantly addressed
(Prugsamatz et al., 2010: 382). Moreover, the case of eSports presented in this
study illustrates the relevance and usefulness of social practices in exploring new
avenues for understanding computer games within contemporary consumer culture. In particular, we draw attention to the social aspects of eSports as a coordinated assemblage of multiple practices, where consumers carry and carry out
dierent roles and activities beyond their interactions with the game interface
alone.
At the beginning of this article, however, it was noted that practice theory does
not oer a systematic body of theoretical analysis (Reckwitz, 2002; Schatzki, 1996).
Therefore, multiple agendas can produce dierent insights about the social practices, their performances and how practices are related to broader consumption
contexts. Accordingly, the nexus of eSports practices presented in this study as well
as those of many other gaming activities should be explored to seek further conceptual understandings and empirical ndings. Of particular interest could be to
investigate how consumers, themselves, experience and interpret their performances of eSports and/or of other computer game practices in relation to dierent
aspects of their lives.
For advancing future research in this area, Schatzki (1996) oers a useful distinction between the notions of practice as a coordinated entity and practice as a
performance. The rst notion of practice as an entity connotes the view of practice
as a temporally unfolding and spatially dispersed nexus of doings and sayings. In
our study, this notion of practices informed us as we constructed the theoretical
assemblage of eSports consumption. However, future research could also explore
the performativity of computer game practices, referring to the carrying out of
practices, the performing of the doings and sayings which actualizes and sustains
practices in the sense of nexuses (Schatzki, 1996: 90). As performances of the
practice are not always the same, the focus on performativity can provide further
insights into how consumers, themselves, understand, actualise and sustain their
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consumption of computer games in the context of border identity issues and consumer culture.
Finally, we suggest that more attention should be given to whether and how
dierent types of emerging computer game practices (e.g. eSports, virtual tourism,
hard-core gaming) could complement each other within even broader realm of
computer game consumption. For instance, we illustrated some similarities and
dierences between eSports and hard-core gaming. Our ndings suggest that in
this endeavour, the social practice theory oers researchers critical theoretical and
methodical lenses by positing a unique perspective of consumers as being not
merely players of computer games, but as the carriers of broader consumption
practices associated with this genre. More specically, the theory draws our attention to the multifaceted and interrelated nature of practical activities and roles
performed by consumers in playing (with) computer games.
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Author Biographies
Yuri Seo is a Postgraduate Director and Lecturer in the School of Marketing and
International Business, Victoria University of Wellington, New Zealand. His
research interests include consumer culture, cultural branding and the sociocultural
aspects of computer games consumption.
Sang-Uk Jung is Assistant Professor in Marketing at Hankuk University of
Foreign Studies. His research interests focus primarily in understanding the
impact of social network and social inuence on individual consumer purchase
decisions. A large proportion of his current work involves online game and
mobile phone usage where network structure and relational issues are particularly
important.