2020
Kari, Tuomas; Karhulahti, Veli-Matti; Siutila, Miia
An Extended Study on Training and Physical Exercise in Esports Book Section
In: Research Anthology on Business Strategies, Health Factors, and Ethical Implications in Sports and eSports, pp. 716-733, Information Resources Management Association, 2020, ISBN: 9781799877073.
Abstract | Links | Tags: Electronic sports, Exercise, Professional player, Training
@incollection{Kari2020,
title = {An Extended Study on Training and Physical Exercise in Esports},
author = {Tuomas Kari and Veli-Matti Karhulahti and Miia Siutila},
doi = {10.4018/978-1-7998-7707-3},
isbn = {9781799877073},
year = {2020},
date = {2020-11-27},
booktitle = {Research Anthology on Business Strategies, Health Factors, and Ethical Implications in Sports and eSports},
pages = {716-733},
publisher = {Information Resources Management Association},
abstract = {This chapter is an extended revision of the authors' earlier study (2016) on the training routines of professional and high-level esport players, with added focus on their physical exercise. The study is methodologically mixed with a quantitative survey sample (n=115) and a qualitative interview sample (n=7). Based on this data, high-level esport players train approximately 5.28 hours every day around the year, and professional esport players at least the same amount. Approximately 1.08 hours of that training is physical exercise. More than half (55.6%) of the professional and high-level esport players believe that integrating physical exercise into their training programs has a positive effect on esport performance; however, no less than 47.0% do the physical exercise chiefly to maintain their overall state of health. Accordingly, the study indicates that professional and high-level esport players are physically active as well: those of age 18 and older exercising more than three times the daily 21-minute physical activity recommendation given by the World Health Organization.},
keywords = {Electronic sports, Exercise, Professional player, Training},
pubstate = {published},
tppubtype = {incollection}
}
This chapter is an extended revision of the authors' earlier study (2016) on the training routines of professional and high-level esport players, with added focus on their physical exercise. The study is methodologically mixed with a quantitative survey sample (n=115) and a qualitative interview sample (n=7). Based on this data, high-level esport players train approximately 5.28 hours every day around the year, and professional esport players at least the same amount. Approximately 1.08 hours of that training is physical exercise. More than half (55.6%) of the professional and high-level esport players believe that integrating physical exercise into their training programs has a positive effect on esport performance; however, no less than 47.0% do the physical exercise chiefly to maintain their overall state of health. Accordingly, the study indicates that professional and high-level esport players are physically active as well: those of age 18 and older exercising more than three times the daily 21-minute physical activity recommendation given by the World Health Organization.
Švelch, Jan
Mediatization of a Card Game: Magic: The Gathering, Esports, and Streaming Journal Article
In: Media, Culture & Society, vol. 42, iss. 6, pp. 838-856, 2020, ISSN: 0163-4437.
Abstract | Links | Tags: Card game, Electronic sports, Mediatization, Monetization, Professional player, Sportification, Streaming, Video games
@article{Švelch2020,
title = {Mediatization of a Card Game: Magic: The Gathering, Esports, and Streaming},
author = {Jan Švelch},
url = {https://urn.fi/URN:NBN:fi:tuni-201910254099},
doi = {10.1177/0163443719876536},
issn = {0163-4437},
year = {2020},
date = {2020-09-01},
journal = {Media, Culture & Society},
volume = {42},
issue = {6},
pages = {838-856},
abstract = {Magic: The Gathering is a household name among analog games. Its publisher, Wizards of the Coast, has experimented with digital adaptations since the late 1990s, however, it was only in 2018–2019 when the company announced a more radical push for the video game market, including a strategy for streaming and esports. By analyzing streaming content, paratextual elements, and online discussions leading up to the first major digital tournament, I explore the attempted and heavily promoted transition of Magic: The Gathering from a primarily analog card game toward a transmedia esports property. Beside conflicting reactions from players and fans to particular aspects of this transformation, this change brings along deepened mediatization of the game as a way to improve the spectator experience by following the media logics of streaming and esports. Professional players in the newly formed esports league along with other sponsored content creators were recruited to serve as advocates for this transition.},
keywords = {Card game, Electronic sports, Mediatization, Monetization, Professional player, Sportification, Streaming, Video games},
pubstate = {published},
tppubtype = {article}
}
Magic: The Gathering is a household name among analog games. Its publisher, Wizards of the Coast, has experimented with digital adaptations since the late 1990s, however, it was only in 2018–2019 when the company announced a more radical push for the video game market, including a strategy for streaming and esports. By analyzing streaming content, paratextual elements, and online discussions leading up to the first major digital tournament, I explore the attempted and heavily promoted transition of Magic: The Gathering from a primarily analog card game toward a transmedia esports property. Beside conflicting reactions from players and fans to particular aspects of this transformation, this change brings along deepened mediatization of the game as a way to improve the spectator experience by following the media logics of streaming and esports. Professional players in the newly formed esports league along with other sponsored content creators were recruited to serve as advocates for this transition.
