In the recent years, eSports (electronic sports) have become one of the most rapidly growing forms of new media characterised by the growing prominence of (online) games and online broadcasting technologies.
eSports can be defined as a form of sports where the primary aspects of the sport are facilitated by electronic systems. In more practical terms, eSports commonly refer to competitive (pro and amateur) video gaming that is often coordinated by different leagues, ladders and tournaments, and where players customarily belong to teams or other ‘sporting’ organisations sponsored by various businesses.
The eSports research project of the School of Information Sciences at the University of Tampere will investigate the culture around and the consumption of eSports, online video streaming and related new media. The way the entertainment, gaming and media industries integrate into this fastest growing media field will also be analysed.
“What is particularly interesting in eSports is how the consumers’ and spectators’ habits and practices differ from those of traditional sports and how the developments around eSports can ultimately further transform the larger media landscape,” says postdoctoral researcher Juho Hamari, the director of the project.
The research is funded by Tekes – the Finnish Funding Agency for Innovation, the University of Tampere, Alma Media, Boomlagoon, Supercell, YLE and Veikkaus. The total budget of the project is EUR 500,000. The other cooperation partners include RAY, Assembly and the Network of Game Educators.
The project is currently seeking to employ a researcher and a research assistant.
For more information, please contact:
School of Information Sciences, University of Tampere