1) On the scientific relevance of esports: https://www.researchgate.net/profile/Michael_Wagner12/publication/220968200_On_the_Scientific_Relevance_of_eSports/links/00b4952589870231be000000.pdf
Background: The author tries to define esports to lead a proper investigation on the problems in esports. This article defines esports, gives us a brief history of esports and gives us the esports science. The esports science focuses on the development of teams of how they have to have high level of communication to be a high performing team. It also focuses on it as if they were a normal team to state that players need to practice to essentially hone their skills.
How to use it: This is used to show some of the basic needs to be a team, especially for varsity esports in college, how this determines skill gap between casual and competitive players.
Background: This article essentially talks about the boom of esports. It talks about the video game being a entertainment industry however it is being turned into a competitive scene. He states that the hours a pro player puts in essentially makes them equivalent to athletes because of the rigorous training.
How to use it: This article will be used to show that the esports industry is rising, and lead into the question i’m asking of why there is a skill gap in varsity versus casual teams. This is to show that colleges need to invest in esports
3) Recognizing ESports as a Sport: https://www.researchgate.net/profile/Daniel_Kane13/publication/317929457_Recognizing_ESports_as_a_Sport/links/597f4db5a6fdcc1a9acd7fe1/Recognizing-ESports-as-a-Sport.pdf
Background: This article talks about how esports should be categorized as sports in the competitive level. Using the definition of the National Collegiate Athletic Association, the author believes that esports still fits in their category as sports. This article also defines esports and tries to put it together in the same category as sports. It also talks about the benefits of esports being a sport especially in the NCAA
How to use it: This article tries to separate the amateur and professional environment of esports, this will be used to categorize varsity esports as professional and any clubs to be just amateur. And utilize how beneficial it is to have esports in NCAA to have colleges invest more in eports
4) eSports: The New intercollegiate “athlete”: https://ascue.org/wp-content/uploads/2016/07/Jenny_eSports_ASCUE2016.pdf
Background:This powerpoint introduces esports as a mainstream sport and the players as athletes in college. It compiles several colleges, and shows the usage of esports scholarship. This powerpoint breaks down what categories it must hit to be defined as a sport. This also tries to show how to institutionalize esports in college.
How to use it: In this I have focused on specifically sport having to have physical exertion to be considered a sport. This powerpoint talks about exercise games but it’s not competitive. I use a substitute to show in my article that physical exertion does exist in video games, and it’s mostly in the eyes and hands.
5) eSport management: Embracing eSport education and research opportunities: https://www.sciencedirect.com/science/article/pii/S1441352317300670
Background: This article talks about how esports is evolving, and how do we classify as as a sport? This defines esports but it checks to see which aspects of sports should be a criteria for esports to be considered to be in it. Even further it tries to discuss how its a growing industry and sports should try to guide it.
How to use it: I use this to discuss how esports is different from video game, it shows the difference between ‘fun’ and ‘competition’. This also talks about how diversity is created within college varsity teams to show that esports is evolving and that helps my article by showing the impact of esports in the collegiate scene.
6) Campus knowledge of esports: https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=4292&context=etd
Background: this article focuses on how esports can lead to a higher education. Essentially it talks about how colleges are looking for new innovative ways to have more people enroll in their school, but esports is a fairly new phenomenon and how should colleges treat this to get more enrollment. It has a survey that also shows player earning and such to show how this can lead to a career.
How to use it: This is being used mostly for showing how this leads to a higher education. With video games growing it shows how colleges can utilize this to show improvement in enrollment and have students chase after that goal.
7) Comparison of eSports and Traditional Sports Consumption Motives: https://search.proquest.com/docview/917532561?pq-origsite=gscholar
Background: This article focuses on comparing esports and sport media consumption. The author goes over 14 different motivational factors that affects the time spent watching esports. This article also talks about how video game developers might take the route to creating a game that is competitive for esports.
How to use it: I will be using this show my experience in the behind the scenes of creating a game to be competitive. I utilize my experience with Amazon for the game Crucible which I was flown out for; to lead the topic of creating games for esports in my essay, to show what games should colleges focus on in esports.
8) Time to be grown-ups about video gaming: the rising esports industry and the need for regulation: http://heinonline.org/HOL/Page?handle=hein.journals/arz57&div=29&g_sent=1&casa_token=&collection=journals
Background: This article talks about how to regulate esports. The main topics are how can the government get involved. The author wants the government to regulate the visas, form an esports association, and classify which players are employees.
How to use it: I will be using this to show that varsity teams are winning money but does it classify them as employees? The author states that almost any paid players are employees, but I will be fighting that argument, to show that certain games have different wages and it’s not exactly a stable income.
9) Not just a game: the employment Status and collective bargaining rights of professional esports players: http://heinonline.org/HOL/Page?handle=hein.journals/walee22&div=18&g_sent=1&casa_token=&collection=journals
Background: This article focuses on employment status of people in this industry. This article defines what an employee is and tries to figure out if players are employee of their own org or are they employees of the game.This article leads to showing what federal laws are applicable to give these players employment status.
How to use it: I will be using this to show which parts of the esports industry will we consider employment for esports. There are lot of section to esports, like the games, writes, the players, but they all could apply to the federal employment laws in one way or the other, so it shows my discussion in that.
10) Survey I conducted: https://imgur.com/a/tWIZa
I asked in a public collegiate esports tournament group chat (Discord.gg/AVGL) “how does collegiate varsity esports team compare skill wise to just gaming clubs. Pretty much is there a skill gap?”
Background: What I got from the surveys are player responses stating essentially how it run in their college. However few statements from various people gives clarification on the skill gap between pro, varsity and casual gaming. Essentially how did varsity esports team get beat out by casual college players.
How to use it: I work with AVGL and conducted this public survey to give me a better understanding how things are run at colleges with varsity esports. I will be focusing on what Victor said on the topic of coaching. Essentially answering the question is 4 years enough for the players to really make any impact in improving.