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eSports and Olympic
Games: situational
analysis of Rio 2016 case
study
Vanissa	Wanick¹,	Leonardo	Mataruna²	
¹	WSA,	University	of	Southampton,	²	Coventry	University	
	
Keywords:	eSports,	games,	culture,	sport	management
Summary
•  Gaming culture
•  eSports (introduction)
•  eSports at Rio2016
•  A legacy?
•  Conclusion and discussion
Gaming culture
•  Fastest growing
entertainment industry
•  Ludic identity
(Raessens, 2006),
access to any type of
digital game (mobile,
PC, etc)
•  Gaming capital
(Consalvo, 2009 =>
gaming knowledge
h;p://mashable.com/2013/03/01/
moma-video-games-exhibit-pics/
#DN_ju4EEd8qn	
h;p://theconversaQon.com/video-
games-have-cultural-cachet-so-recognise-
their-place-in-society-and-history-35522
eSports (Electronic sports)
•  Fans, spectators,
participants
•  Organised tournaments
•  Started at 1980’s but not
too popular
•  Followed technological
advances
•  Arenas
•  Streaming platforms
•  22 mi participants, more
than 500 professional
gamers
“ESports is an area of sport activities in
which people develop, train and compare
mental or physical abilities using
information and communication
technologies through video games.”
Wagner	(2006)
Games
•  MOBA (Multiplayer Online Battle Arena), like
League of Legends (LoL) Other	games:	DOTA,	WarcraX,	etc
Players
•  eSports super
stars/celebrities,
coaches, teams,
cosplay culture
•  Moving towards
virtual
embodiment
h;p://www.bbc.co.uk/guides/zygq2hv	
A few features: strategy,
fitness and reaction times
New skills involved
Note: narrators have a
significant role
Spectators
•  Can be anywhere
(online, arena, etc)
•  Excitement and
enjoyment
•  Fans
•  Can make comments
online in the videos
(participative, real
time feedback)
A legacy?
•  Values: trust, respect, collaboration,
competition, competence
•  Business opportunity
•  Communities of fans
•  Inclusive, if you’re a good gamer
Rio 2016
•  eSports at Rio2016
•  UK, Canada, Brazil
and USA confirmed
=> How to integrate
new countries?
•  Age group (over 18)
•  Prize (not $$)
h;p://www.bbc.co.uk/news/
technology-35987839	
Read	more:	h;ps://www.rockpapershotgun.com/2016/04/06/egames-
esports-rio-2016-olympics/
Analysis and questions
•  How to deal with risk in eSports?
•  How to understand virtual embodiment in
eSports?
•  How to explore sports values within eSports?
•  What about social education? And ethics?
Conclusion and future
research
•  How to deal with things
like Nationalism in
eSports?
•  Age group (some might
be under 18)
•  What is the impact of
technologies like VR/AR
in eSports (both gamers
and spectators)?
References
Mataruna, L. (2007). Percepção dos Jogos Pan-Americanos Rio 2007 por especialistas
internacionais em estudos Olímpicos. In: Rejane Penna Rodrigues; Leila Mirtes
Magalhães Pinto; Rodrigo Terra; Lamartine P.
DaCosta. (Org.). Legados de Megaeventos Esportivos. 1ed.Brasília: Ministério do Esporte,
2008, v. 1, p. 337-342.
Taylor, L.L. (2014). Introduction to ESPORTS: your guide to the world of electronic sports
and how it has become a million-dollar business. Digital Independent Book.
Consalvo, M. (2009). Cheating: Gaining advantage in videogames. Mit Press.
Zambrano, C. (2014). Havok: your introduction to esports. Book1. California: Havok
Series.
Raessens, J. (2006). Playful identities, or the ludification of culture. Games and
Culture, 1(1), 52-57.
Documentary: https://www.youtube.com/watch?v=UksbnbWjbPs
V. Wanick thanks the program Science Without Borders, managed by
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES),
Brazil, for grants provided for this research
L. Mataruna thanks the CARNiVAL project sponsored by European
Union’s Seventh Framework Programme FP7/2007-2013/under REA
grant agreement n° 612614
Thank you!

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eSports and Olympic Games: situational analysis of Rio 2016 case study

  • 1. eSports and Olympic Games: situational analysis of Rio 2016 case study Vanissa Wanick¹, Leonardo Mataruna² ¹ WSA, University of Southampton, ² Coventry University Keywords: eSports, games, culture, sport management
  • 2. Summary •  Gaming culture •  eSports (introduction) •  eSports at Rio2016 •  A legacy? •  Conclusion and discussion
  • 3. Gaming culture •  Fastest growing entertainment industry •  Ludic identity (Raessens, 2006), access to any type of digital game (mobile, PC, etc) •  Gaming capital (Consalvo, 2009 => gaming knowledge h;p://mashable.com/2013/03/01/ moma-video-games-exhibit-pics/ #DN_ju4EEd8qn h;p://theconversaQon.com/video- games-have-cultural-cachet-so-recognise- their-place-in-society-and-history-35522
  • 4. eSports (Electronic sports) •  Fans, spectators, participants •  Organised tournaments •  Started at 1980’s but not too popular •  Followed technological advances •  Arenas •  Streaming platforms •  22 mi participants, more than 500 professional gamers
  • 5. “ESports is an area of sport activities in which people develop, train and compare mental or physical abilities using information and communication technologies through video games.” Wagner (2006)
  • 6. Games •  MOBA (Multiplayer Online Battle Arena), like League of Legends (LoL) Other games: DOTA, WarcraX, etc
  • 7. Players •  eSports super stars/celebrities, coaches, teams, cosplay culture •  Moving towards virtual embodiment h;p://www.bbc.co.uk/guides/zygq2hv A few features: strategy, fitness and reaction times New skills involved Note: narrators have a significant role
  • 8. Spectators •  Can be anywhere (online, arena, etc) •  Excitement and enjoyment •  Fans •  Can make comments online in the videos (participative, real time feedback)
  • 9. A legacy? •  Values: trust, respect, collaboration, competition, competence •  Business opportunity •  Communities of fans •  Inclusive, if you’re a good gamer
  • 10. Rio 2016 •  eSports at Rio2016 •  UK, Canada, Brazil and USA confirmed => How to integrate new countries? •  Age group (over 18) •  Prize (not $$) h;p://www.bbc.co.uk/news/ technology-35987839 Read more: h;ps://www.rockpapershotgun.com/2016/04/06/egames- esports-rio-2016-olympics/
  • 11. Analysis and questions •  How to deal with risk in eSports? •  How to understand virtual embodiment in eSports? •  How to explore sports values within eSports? •  What about social education? And ethics?
  • 12. Conclusion and future research •  How to deal with things like Nationalism in eSports? •  Age group (some might be under 18) •  What is the impact of technologies like VR/AR in eSports (both gamers and spectators)?
  • 13. References Mataruna, L. (2007). Percepção dos Jogos Pan-Americanos Rio 2007 por especialistas internacionais em estudos Olímpicos. In: Rejane Penna Rodrigues; Leila Mirtes Magalhães Pinto; Rodrigo Terra; Lamartine P. DaCosta. (Org.). Legados de Megaeventos Esportivos. 1ed.Brasília: Ministério do Esporte, 2008, v. 1, p. 337-342. Taylor, L.L. (2014). Introduction to ESPORTS: your guide to the world of electronic sports and how it has become a million-dollar business. Digital Independent Book. Consalvo, M. (2009). Cheating: Gaining advantage in videogames. Mit Press. Zambrano, C. (2014). Havok: your introduction to esports. Book1. California: Havok Series. Raessens, J. (2006). Playful identities, or the ludification of culture. Games and Culture, 1(1), 52-57. Documentary: https://www.youtube.com/watch?v=UksbnbWjbPs
  • 14. V. Wanick thanks the program Science Without Borders, managed by Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES), Brazil, for grants provided for this research L. Mataruna thanks the CARNiVAL project sponsored by European Union’s Seventh Framework Programme FP7/2007-2013/under REA grant agreement n° 612614 Thank you!