Games Research Network

Researching analogue and digital games

Tag: eSports

Gambling and Game Studies

Yesterday afternoon, Dr. Mark Johnson from the University of Alberta gave a very interesting paper on the history between gambling and video games. Mark argued that ‘chance’ is an inherent feature of all games – we tend to wager something when we play. He also raised concerns about the modern day games design practices, and queried whether companies, like Electronic Arts, are purposively turning their games into ‘casinos’. This is important for understanding the future of play, particularly in terms of the way that money it. Mark ended his talk by suggesting that more research is needed into ‘daily fantasy sports’, ‘skin betting’, and ‘loot boxes’,  a project that I will be collaborating with Mark on this summer. read more

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

The cost of eSports

Brendan Sinclair’s gamesindustry.biz article ‘eSports market to hit $696 million this year’ confirms the exponential growth of eSports, predicting a continued rise in the eSports economy with figures predicted to rise by 41.3% in 2017 from an estimated $493 million in 2016. By 2020 Newzoo (providers of market intelligence covering the global games, esports, and mobile markets) predict that the eSports market will reach $1.5 Billion. You can read Sinclair’s analysis in full here. read more