This assignment discusses the topic of e-sports from a sociological perspective, exploring its cultural, social, and structural aspects. It also examines the intersection of e-sports and media, as well as the disciplinary perspective of e-sports. The assignment includes annotated discussions and references to scholarly articles.
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Running Head: SOCIOLOGY 0 E-sports 6/18/2019
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SOCIOLOGY 1 Contents Introduction...........................................................................................................................................2 E-sports.................................................................................................................................................2 E-sports from a sociological perspective...............................................................................................2 The social practices of e Sports.........................................................................................................2 Q1. Intersection of e-sports and media.................................................................................................3 Q2. Media source critique on the topic i.e. E sports:.............................................................................4 E-Sports: Playing just for fun or playing to satisfy life goals?...........................................................5 E-sports from a disciplinary perspective................................................................................................7 Embracing the Sportification of society: Defining e-sports through a polymorphic view on sport....7 Conclusion.............................................................................................................................................8 References.............................................................................................................................................8 Anekal, M. (2018).The Challenge of Sports Games As e Sports | THE NEXT LEVEL007.Retrieved from: https://medium.com/@mannyanekal/esports-weekly-7-may-24-43177d5b3297 [Accessed 19/06/19]...............................................................................................................................................8
SOCIOLOGY 2 Introduction The assignment brings about the discussion on the topic, ‘E-sports’ in context to the field of sociology.It is an annotated assessment of the given topic, mentioning the perspectives of sociologists. In addition, the assignment will describe or analyse the different perspectives of dimensions of the topic, i.e. E-sports from cultural, social, and structural aspects and other social institutions. Under this, the major role or contribution of the aspects such as school, family, government, health care organisations, media, will be demonstrated. Besides, this the assignment in the later part will also describe the way e-sports is studied from the perspective of different disciplines. Thus, the annotated discussion will include three or four articles and review of the author’s perception on E-sports. E-sports The term e-sports refer to the competition through making use of video games, and generally e-sports take the form of organised, multiplayer video game competition. The game or e-sports are generally undertaken between the teams, individuals, or professional players.The authors stated numerous games or e sport giants has been established such as Starcraft, Counter-strike, Dota, and League of legends. A difference has been observed between the professional gaming and conventional sports, and therefore the e-sports culture in the society has been yet not fully grown or developed. E-sports represents a merge between electronic sports, sports, business and media. E-sports from a sociological perspective The social practices of e Sports Seo, Y. & Jung, S. U. (2016). Beyond solitary play in computer games: The social practices of e Sports.Journal of Consumer Culture,16(3), 635-655. The authors in their research stated that in context of e-sports, it is explained in the field of psychology, considering the individuals born in the 1960s onward. These people are considered due to the reason they both experience the start and development of the gaming culture and conventional sports.From the sociological perspective, the videogames are considered a leisure activity at best, without giving any monetary value to the players. In the
SOCIOLOGY 3 scenario of the tennis match, football game and other Olympic events, the social perspective of the sports has been mainly considered physical accomplishments. Now, after certain years, the importance and popularity of the video games has been certainly increased. The culture or people now call the professional players as sportsmen, in their sports field. Besides, this the view of sociologists has defined about the industrial age segregation, where children enter the educational institutions, and parents work. This is one of the major factor that demonstrated about the involvement of younger generation into the main culture, harnessing their sports capability. The young people are constantly involved in watching e- sports, perceiving it as a part of their cultural norm. Q1. Intersection of e-sports and media. Media and e sports have been interrelated and intersect with each other, to a large extent.For an example, music and e sports has been found related, and it is similar to the context of the social media and digital media. The business or collaboration of the music industry to the e sports has been considered to be the biggest business ever. It is a two way exchange, as one hand e sports league, and game developers are becoming fully-fledged along with the sports brands. These are looking forwards to collaborate or work with the music industry to become culturally strong, and gaining financial and cultural capital (Redbull, 2018). According to the gaming market research, it has been found that the firm ‘Newzoo’ has attained 40% of their revenues from the sponsorships, and 18% from the media rights and others. In-gaming experience tends to be one major factor that determines the aspect that e- sports can invest in the media or music effectively. League of legends, consist of three songs i.e.Viranda Tantula, Creative Lead at Riot Games, told me. This is found from the perspective of the music companies, also as now, many of the music companies are interested or collaborating with the e sports organisations. For an example, Spotify reported 83 million subscribers, hastheir integrations with the Xbox, Play station 4 and other gaming consoles. Therefore, like traditional sports, e sports have been also changed now, and the players or organisations now develop symbiotic relationship with the media. As media plays the role of
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SOCIOLOGY 4 creating content, it benefits the e sports organisations, as it is used by the viewers or fans, generating revenue for both the parties (Forbes, 2018). Q2. Media source critique on the topic i.e. E sports: From one of the article, as stated in the Forbes, mentioned the statement of critique for the companies involved in e sports. The statement mentioned in the news was: “Global e sports popularly give the gamer companies reason to be bullish” The article news stated that from the last few years, e sports have joined the big leagues. Moreover, keeping China aside, the e-sports industry has larger audience than the Major league baseball team. As estimated by the Goldman, the monthly size of the competitive E sports gamers has been 167 million, i.e. it was the number at the end of year 2018. In China , the active gamers determine their capacity, stating the ways to get to the next level in a shooting game. For the live streaming games in the U.S. , Amazon’s seven year old twich T.V. is considered to be no.1. Besides, this news article has stated that the consumption of the content in respect to e sports is going to increase with the passage of time, and advent of new technologies. It not only includes the streaming of the games themselves, but also the popularity of gamers and influencers, has been enhanced largely. E-sports constitute for 9% of the revenue of the gaming companies, along with the 14% media rights. Other sources of revenues from corporate sponsors of the events and online advertising. Thus, it has been found that e sports generate growth of sports, and enlarge revenues and profitability of the gaming companies. China considered as a ‘top-secret location’ is now understood to be the factor determining the future of gaming industry, wherein gamers are playing computer games, video games in large. This has demonstrated about the growing or rising importance and popularity k of the computer gaming or e sports, across many countries (Forbes, 2018).
SOCIOLOGY 5 E-Sports: Playing just for fun or playing to satisfy life goals? Martončik, M. (2015). E-Sports: Playing just for fun or playing to satisfy life goals? Computers in Human Behaviour,48, 208-211. According to the researchers, the concept of e-sport refers to the area of sport activities through which people develop and train their mind, mental or physical activities to utilise the information technologies. The authors mentioned that e-sports acts as the factor promoting the social interaction amongst individuals. Here, players communicate with each other during the game, and constitute game teams. This does not only serve the aim of entertaining the player, rather it aims to cater to the personal needs of the player. E sports are considered to serve the basic human needs, andconsidered to be motivating the individuals or players to attain their life goals. Here, the researchers describe the life goals in the context of particular playing styles in sports. The study here demonstrated the rationale, like a person wants to exert control or direct people, it will be highlighted through their playing styles in sports. Therefore, authorsdescribes the meaning of e-sports clearly, that it just not means computer game playing, rather it is a space. The space to interact with the players during the game, and enhancing the level of their motivation to attain their life goals. The other studies has also demonstrated the aspects such as social inclusion, obesity and other consequences on an individual’s life. Historic discipline includes the analysis of the history of the e-sports, or the perception of the sociologists in the earlier years. The early days of competitive computer games have been different and the role of humans was considered greater.An example of the game, i.e. ‘Tennis for two’ has allowed the people to play against each other. Moreover, the historic discipline of e sports gave much importance to the conventional sports, and there were less e sports tournament.
SOCIOLOGY 6 Q4. The aspect of e sports and the discussion helps challenging the idea, i.e. sports are unworthy of academic enquiry. Now, the discussion will explain the idea or concept of e-sports, and the way it challenges the perception or idea of sports in the earlier times. E-sports has now become popular, and reached almost 370 million viewers worldwide, with the increase in the speed of internet(Anekal, 2018).It has been found through the research that according to the level of fans, dedication, and hard work, and the passion towards the e sports or computer gaming, it is considered equal to the real-time sports. Moreover, e sports have been considered a better place most suited for the advertisements of some commodities. Now, it gives challenge to the idea of sports, as it has become a part of international events. An example, e sport has now acquired or understood as a commercial opportunity for ‘League of legends’. Thus, it gives challenge i.e. sports are considered as sports, and competitive gamers are now known as ‘athletes’ in the sports industry (Müller & Liu, 2018). This is one of the misconceptions, because the sports industry has now become an important course, and is one major business industry. Besides, this the idea or topic of e sports intersect with the other topics, taught in the semester, such as media, music, and other course material. The professors and tutors emphasized the learning of e-sports and their implementation in the use of communication technology.
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SOCIOLOGY 7 E-sports from a disciplinary perspective Embracing the Sportification of society: Defining e-sports through a polymorphic view on sport Heere, B. (2018). Embracing the sportification of society: defining e-sports through a polymorphic view on sport.Sport Management Review,21(1), 21-24. The concept of e-sports has been demonstrated from a number of disciplines,considering the impact on the performance through the perspective of team dynamics.The authors through their study have identified the elements of resources, cohesion, and function of communication and importance of social support to lead high performance of a team. However, the research on the e-sports or sport science discipline is still limited. Now, the discipline or study of e sports has widened with the advent of technologies, along with the use of internet (Fadde & Zaichkowsky, 2018). The sport industry across different countries is now focused on the discipline or study of sport management and other associated programmes. According to the opinion of various sports person along with the sociologist, e sports are one of the rapidly growing media around the world.In this discipline, the scholars and other sociologists stated that it requires something crucial to be classified as sport. The number of disciplines that are associated with the e sports, include leisure management, recreation management, hospitality and tourism management. Under the study of sports through a number of disciplines, a term ‘sportification’ has been identified relevant in the industry.Sportification means to organise, view and control a non-sport activity, in the manner to represent it like a sport, allowing a fair and pleasure environment for the individuals for playing. Thus, it has been analysed that sport is a polymorphic domain, and embracing the aspect of sportification, as major part of domain facilitates in effective tie or relation to other disciplines. Therefore, the sports or games are viewed from a number of different disciplines to provideknowledge to the players or other individuals and serving different purposes.
SOCIOLOGY 8 Conclusion To conclude the above discussion it has been analysed that e sports has gained a wide significance in the sport industry. The topic is considered to be important in the field of sociology, as it covers the analysis of the culture, structural and views of different people towards the computer gaming. The understanding of the theme of e sports has describes about the western culture. This also represented a sport of skill and the development in different stages of life. The annotated discussion has mentioned the concept of e sports and the analysis through sociological and disciplinary perspective with the use of scholarly based literature. References Anekal, M. (2018).The Challenge of Sports Games As e Sports | THE NEXT LEVEL007. Retrieved from:https://medium.com/@mannyanekal/esports-weekly-7-may-24- 43177d5b3297 [Accessed 19/06/19]. Fadde, P. J. & Zaichkowsky, L. (2018). Training perceptual-cognitive skills in sports using technology.Journal of Sport Psychology in Action,9(4), 239-248. Forbes. (2018).Why the intersection of e sports and music is bigger business than ever. Retrieved from:https://www.forbes.com/sites/cheriehu/2018/10/25/why-the-intersection-of- music-and-esports-is-bigger-business-than-ever/#35db9d89757d Forbes. (2018).Global E sports Popularity Give Gamer Companies Reason To Be Bullish. Retrieved from:https://www.forbes.com/sites/kenrapoza/2019/05/29/global-esports- popularity-give-gamer-companies-reason-to-be-bullish/#13ae92f1bde6
SOCIOLOGY 9 Müller, E. & Liu, Y. (2018). Performance and safety in elite skiing sports: A big challenge on specificity, individuality, and complexity.Journal of sport and health science,7(4), 379. Redbull. (2018).E sports and Media: How should the two interact.Retrieved from: https://www.redbull.com/us-en/post-game-player-interviews-esports