Games Research Network

Researching analogue and digital games

Category: esports

Interested in playing video games competitively?

In collaboration with MMU’s Gaming Society, we would like to invite all Manchester Met students to register their interest in developing esports at MMU.

Esports or electronic sports is the umbrella term typically used to describe organised, competitive gaming played by professionals.

We are seeking players who are enthusiastic about playing video games competitively to begin formalising structures of support for esports at a University-wide level. This includes access to equipment, administrative support, marketing, and invitations to a range of local and national competitions. read more

Event: The Future of Esports

The Future of Esports: Challenging Work and Gender Issues in the UK’s Professional Computer Gaming Industry

Part of the Sociological Review Research Seminar Series

Funded by The Sociological Review Foundation

Wednesday, 16th August 2017
Ground Floor, ‘MadLab’, 36-40 Edge Street, Manchester, M4 1HN

‘Esports’ or electronic sports is the umbrella term for organised, competitive computer gaming usually played by paid professionals. It is an emerging entertainment market worth an estimated $1.5 billion and is comparable in size to many traditional sports, with audiences of tens, even hundreds, of millions of people worldwide. This one-day symposia seeks to build expertise between early career researchers, professional players, and industry experts who are interested in problematising the social, cultural, and economic dimensions of Esports. Sociological research on Esports has begun to highlight the precarious working conditions, such as temporary contracts and exploitative pay practices that characterise professional computer gaming. Similarly, early research into women and Esports suggests that these competitive gaming environments tend to reproduce ‘hegemonic masculinities’ which can leave women isolated and a structural disadvantage in terms of employment opportunities. At this moment, there is the need to launch fruitful and long-term collaborative research agendas to understand the nature of these issues, and establish the networks needed to bring about practical and sustainable social change. Papers and talks will be presented by academics, organisers, and campaigners, addressing a range of issues from exploitative labour practices, gender representation, social inclusion, as well as the challenges of studying player careers, and the complexities of different Esports ecologies. read more

The problem of treating play like work

BagoGames/flickr, CC BY

Tom Brock writes on ‘The problem of treating play like work – how esports can harm well-being’ in The Conversation this week.

Esports blurs the distinction between play and work by changing how players value the goals of gaming.

You can read the article on The Conversation, and listen Tom discuss the esports industry on The Anthill podcast All the world’s a game. This is a discussion that looks set to continue in academia, with Staffordshire University launching a BA (hons) eSports course in September 2018. read more