E-Sports and Online Gaming

The study is a critical analysis of how online gaming has changed the perspectives of the community, especially in the case of e-sports. The researcher used questionnaires, observations, and focus groups to harness information from 40 respondents majorly drawn from classmates and friends. Collecting information was based on a face-to-face interview after the participants responded to a consent from, which allowed them to participate in the study. Through the focus groups, the researchers used the questionnaires, which were provided as interview protocol to harness the data for analysis. The researchers recorded the information using a mobile phone and later stored the data in a laptop. Further, the researcher implemented mixed methodology to analyse and present the information gleaned. Several reasons are presented regarding how the gaming industry has changed the perspectives of the community and led to an increased attraction among the investors. Finally, the researcher recommends that game developers should provide warning written instructions before games begin to reduce the addiction among the professional gamers.


TABLE OF CONTENTS


ABSTRACT. 2


LIST OF FIGURES. 5


LIST OF TABLES. 5


CHAPTER ONE: INTRODUCTION.. 6


BACKGROUND STUDY. 6


PROBLEM STATEMENT. 8


PURPOSE.. 11


AIM.. 11


OBJECTIVES. 12


RESEARCH QUESTIONS. 12


SIGNIFICANCE OF STUDY. 13


SUMMARY. 13


ORGANISATION OF CHAPTERS. 14


CHAPTER TWO: LITERATURE REVIEW... 15


HISTORY OF E-SPORTS. 15


ADVANTAGES OF ONLINE GAMING TO THE SOCIETY. 17


SUSTAINABILITY OF ONLINE GAMING.. 19


CRITICISM FACED BY ONLINE GAMERS AND HOW IT AFFECTS THE E-SPORT INDUSTRY 21


CONSEQUENCES OF ADDICTION TO ONLINE GAMES AND HOW IT MIGHT REDUCE THE NUMBER OF GAMERS. 24


CAREER AND BUSINESS OPPORTUNITIES FOR PROFESSIONAL GAMERS. 25


SUMMARY. 27


CHAPTER THREE: RESEARCH METHODOLOGY AND METHODS. 28


RESEARCH DESIGN.. 28


RESEARCH APPROACH.. 28


TARGET POPULATION.. 29


SAMPLING TECHNIQUES. 30


DATA COLLECTION METHODS. 31


DATA ANALYSIS TECHNIQUES. 32


ETHICAL CONCERNS. 33


SUMMARY. 34


CHAPTER FOUR: RESULTS. 35


ONLINE GAMERS. 35


NUMBER OF HOURS SPENT ON ONLINE GAMING.. 36


TYPE OF ONLINE GAMES PLAYED.. 36


EFFECTS OF ONLINE GAMING.. 38


FORMING RELATIONSHIPS AND FRIENDSHIPS THROUGH ONLINE GAMING.. 38


SUSTAINABILITY OF ONLINE GAMING.. 39


SOCIETAL OPINIONS ON ONLINE GAMING.. 40


CAREER AND BUSINESS OPPORTUNITIES OF ONLINE GAMING.. 41


SUMMARY OF RESULTS. 41


CHAPTER FIVE: DISCUSSION / ANALYSIS. 43


REFERENCES. 47


CONSENT FORM.. 53


INTERVIEW PROTOCOL (QUESTIONNAIRE) 53


LIST OF FIGURES


Figure 1: Average number of hours spent on online gaming. 39


Figure 2: Types of games. 40


Figure 3: Societal opinions on online gaming. 43


LIST OF TABLES


Table 1: Gamers and non-gamers. 38


Table 2: Types of games played online. 40


CHAPTER ONE: INTRODUCTION


The first chapter presents an introductory section into the dissertation. The dissertation establishes a critical analysis of how online gaming has changed the perspectives of the society. The researcher intends to explore how investors can leverage the concept of online gaming and provide both business and career opportunities for professional gamers. In perspective, this section encompasses the study background, the problem of the statement, the purpose of the entire work, the aim that led to the exploration, the goals the researcher if focusing on, and the research questions that are guiding the research process. Additionally, the section offers an elucidation on the study’s significance, the summary of the chapter, and how the entire work is organised.


BACKGROUND STUDY


Online gaming is evinced as a mass phenomenon both from an economic and social viewpoint (Vasilcovschi 2015, p.302). The development of the Internet and mobile applications has augmented the use of electronic devices, which are easily accessible by many individuals. For instance, the migration of using the internet on personal computers towards mobile devices has received an accentuated incidence of online games. Mobile applications provided by app stores including Google play, Itunes, and Microsoft Windows App store among others have grown popularity by offering innumerable downloadable games (Vasilcovschi 2015, p.302). When considering the effect of online gaming on the users, the justified concerns regarding the risks are inherent and benefits are evident pertinent to these activities to the consumers. Therefore, the researcher conducted a critical analysis of how online gaming has changed the perspective of the society with a focus on eSports.


Shih, Papa, Hsin, and Lou (2011, p.420) suggest that in the previous years, because of vast growth and development of ICT and the internet, online gaming has grown in popularity with the conception receiving an enormous attention. The aspect of online gaming has become popular with regard to the “network generation.” The network (net) generation is one that has grown while surrounded by video games, home computers, and the internet (Shih, Papa, Hsin, and Lou 2011, p.420). Due to the acceptance of personal computers, individuals engaging in online games have increased. The online games, according to Shih, Papa, Hsin, and Lou (2011, p.420), are profit-oriented, but in the recent years, many researchers and scholars are conducting studies on the education and entertainment sector regarding online gaming. For instance, Korea and the US have given more attention to online gaming and have indicated more efforts towards game-based studying. Further, game-based learning is aimed at getting individuals to study certain subjects, acquire skills and knowledge, complete missions and tasks, and overcome challenges through playing games. Therefore, study-based games fulfil both educational and recreational goals. However, developing educational-related games is a vital challenge to the game developers, designers, and educators. As such, it is important for the researcher to establish a critical analysis of how online gaming has changed the perceptions of the society.


Han-Ting, Mu-Hong, Po-Cheng, and Ya-Mei (2012, p.92) claim that the technology delving into online gaming has developed rapidly within the previous years with the games becoming a major entertainment among millions of individuals. Han-Ting, Mu-Hong, Po-Cheng, and Ya-Mei (2012, p.92) investigated the relationship between gaming online, depression, and social phobia using an internet survey. According to Han-Ting, Mu-Hong, Po-Cheng, and Ya-Mei (2012, p.92), past studies indicate that online gaming is a major factor in internet addiction, social impairments, and poorer prognosis. In essence, more than 80% of the online gamers sacrifice, at least, a component of their daily lives such as work, sleep, socialisation with family, friends, and partners, and education to engage in the games (Han-Ting, Mu-Hong, Po-Cheng, and Ya-Mei, 2012, p.92). Further, research indicates that the younger players are, the more the time taken in playing such games; hence, a high likelihood of increased functional impairments.


Kuss, Louws, and Wiers (2012, p.480) indicate that there has been a growing concern about excessive internet gaming. They affirm that playing Massively Multiplayer Online Role-Playing Games often shortened as MMORPGs has become problematic since the game demands for time investment and a heightened degree of commitment from the players. As such, these activities are detrimental to the occupations, social or other recreational engagements, and varied relationships (Kuss, Louws, and Wiers 2012, p.480). Investigating how online gaming has altered the perspectives of the society will provide insights regarding how playing on the internet affects the consumers.


According to Chen (2013, p.115), internet usage is a core factor behind the increased gaming industry. Chen (2013, p.115) asserts that the evinced increase in the web-based gaming industry has experienced a high rate of growth across the world. Chen (2013, p.115) adds that it is vital for studies to continually be updated on the variations and novel issues, which arise from dynamic markets. Further, Chen (2013, p.115) confirms that as utilisation of broadband accentuates globally, the user-based perceptions of online gamers might hide the impact of its universality. Thence, it is fundamental for the researcher to conduct a critical analysis regarding how online gaming has changed the perspective of the society.


PROBLEM STATEMENT


Lianekhammy and van de Venne (2015, p.454) conducted a thematic and content analysis study that focused on thematic and content analysis using forum-based messages obtained from websites, which are established for wives of people that engage in online gaming and play World of Warcraft. The researchers indicated that, according to Forbes Magazine, there were at least 400 million people playing MMORPGs across the world (Lianekhammy and van de Venne 2015, p.454). According to Lianekhammy and van de Venne (2015, p.454), in 2013, World of Warcraft had the most famous subscription game, which made up 36% of the global market share and had approximately 7 million subscribers. Massively multiplayer is a conception drawn from the millions of individuals engaging in the online game simultaneously at any given time of the day or night. Basically, while online gaming has beneficial outcomes such as individuals spending time with friends and family members alongside meeting other new friends, its activities have become a source of significant concern. For instance, players spend a lot of time playing on the internet compared to engaging in other advantageous gaming platforms such as soccer. Lianekhammy and van de Venne (2015) ascertain that on average most of the people playing online games spend 22 hours in a week. In such cases, individuals develop difficulties to manage school, social life, and work due to excessive gaming.


Young (2009, p.355) contends that over the past years, internet-related addiction has emerged and accepted as a valid clinical disorder demanding for treatment. Clinics and hospitals have established outpatient treatments focusing on addition due to the internet services, rehabilitation centres are admitting internet-related cases, and universities have initiated support groups for addicted students. While the internet is an important technology that has positively impacted the world, it is a dangerous endeavour, especially for those individuals that play games online. Individuals have become preoccupied with online gaming and are addicted to an extent of losing control of involvement; for instance, users jeopardise employment and relationships, while others commit suicide (Young 2009, p.356), especially after losing large amounts of money.


Kuss and Griffiths (2012, p.347) investigated the gaming and internet addiction through conducting a systematic review of studies dealing with neuroimaging. The researchers noted that studies claiming that a disproportionate use of the internet leads to development of addiction in behaviour. The addiction related to the internet is a serious mental health concern and using the internet excessively is associated to massive negative psychosocial issues (Kuss and Griffiths 2012, p. 347). The study by Kuss and Griffiths (2012, p.347) was aimed at reviewing empirical studies, which have used neuroimaging methods to identify the concern regarding mental health that is related to gaming and internet addiction through the neuroscientific perspective. Studies founded on neuroimaging have a benefit over behavioural research and traditional surveys since they distinguish specific brain areas, which are involved in establishment and maintenance of such addiction. The researchers conducted the systematic review on 18 articles. Compelling evidence was indicated regarding the addiction types including internet and gaming with substance-related addiction. The addiction to the concept of gaming and the internet entails reward deficiency, which is related to decreased dopaminergic activities. Regarding neural circuity, gaming and internet addiction leads to structural and neuroadaptation changes, which occur due to prolonged augmented activity in the areas of the brain related to addiction. Therefore, it is imperative to establish a critical analysis to determine how e-sporting, especially online gaming has changed the perspective of the society to curb the negative consequences evinced from such studies.


Regardless of the negative effects presented by Lianekhammy and van de Venne (2015, p.454), Young (2009, p.355), and Kuss and Griffiths (2012, p.347), Granic, Lobel, and Engels (2014, p.66) contend that video games have become ubiquitous for many children and adolescents, with at least 97% engaging in them for more than one hour in a day in the US. Majority of the studies elucidated above depict the psychologists’ negative view of online gaming, especially with regard to potential harms due to violence, depression, and addiction. However, Granic, Lobel, and Engels (2014, p.66) acknowledges these claims, but counters them by arguing that a more nuanced and balanced perception is needed. According to Granic, Lobel, and Engels (2014, p.66), a balanced argument should be detailed considering not only the negative effects, but also the vitality of engaging in the online games. Granic, Lobel, and Engels (2014, p.66) suggest that it is prudent to consider such benefits because the gaming technology has changed dramatically over the past years documenting such benefits including a diverse, sophisticated, social, and realistic nature of online gaming. Hence, assimilating insights emanating from progressive, positive, media and social mindset, it is important to ascertain that online gaming has the potential to bolster real-world psychosocial advantages. Therefore, e-sporting can be a potential platform for several investors to invest and provide both business and career opportunities to professional online gamers.


PURPOSE


The purpose of this particular dissertation is to conduct a critical analysis of how online gaming has changed the society. The study focuses on the aspect of e-sporting and how it has impacted the society.


AIM


The aim of the dissertation is to establish how online games have change the perspectives of the contemporary society. In particular, the research focuses on history of online gaming, the demerits of engaging in such games, the aspect of sustainability with regard to online gaming, and the criticism the industry faces. Further, the study delves into the addiction problem and closes with the career and business opportunities of professional online gamers.


OBJECTIVES


To attain the of the current study, the researcher ought to identify specific objectives to guide the research process. The following objectives were in line with the topic of the study:


i. To investigate the history and present activities of online gaming


ii. To establish the disadvantages of online gaming on the society


iii. To explore online gaming sustainability and its possibility to last longer


iv. To determine the criticism faced by online gamers and how it affects the industry


v. To evaluate the consequences of the addiction to online games and how it might have reduced the number of users


vi. To explore career opportunities for professional gamers and business opportunities


RESEARCH QUESTIONS


To remain focused throughout the research process and attain the goals or objectives of the study, it was vital to develop guiding questions. These are the research questions on which the research will reflect while conducting the study.


i. What is the history of online gaming?


ii. What are the disadvantages of online gaming on the society?


iii. Is online gaming sustainable?


iv. What is the criticism facing online gamers and how does it affect the gaming industry?


v. What are the consequences of addiction of online games and how does it might reduce the number of users?


vi. Are there career and business opportunities for professional online gamers?


SIGNIFICANCE OF STUDY


Accomplishing the extant study will provide far-reaching insights regarding the conception of online gaming and its impacts on the society. Firstly, successful completion of this research will provide a benchmark to the policymakers regarding how online gaming negatively affects the society. The policymakers will then devise the much-needed regulations to curb these negative effects and ensure that more merits than detriments are harnessed from online gaming. The study also provides an update to the extant literature pertinent to online gaming. As denoted, online gaming needs and continuous update of the literature due to dynamics of the internet and technology. Completing this study, therefore, gives updated information about online gaming and provides the reader with more relevant real-time information and recommendations. Additionally, this study outlines the advantages and demerits of online gaming; the reader is offered a limelight into how such involvement will affect individuals and the society so that they can ensure well-versed decisions whether to engage in or not. From the study conducted by Kuss and Griffiths (2012, p.347), it is evident that online gaming and addiction is a serious mental health concern. The researchers indicate that having an understanding of the neuronal correlates, which are linked to the development of gaming and the internet addiction, individuals will promote future research and foster development of varied approaches to addiction.


SUMMARY


The study on how online gaming has changed the perceptions of the society is a relevant research in the contemporary period, which is characterized by advancing technology and the internet. As evinced, the introduction gives a detailed insight into what online gaming is with regard to a vivid study background, description of the study problem, purpose of the dissertation, the aims, objectives, and the research questions, with the significance of the study. Further, the researcher details the organisation of the current work.


ORGANISATION OF CHAPTERS


Chapter 1 provides an introductory section into how online gaming affects the perspectives of the society in the case of e-sporting. The chapter presents various subtopics, which are a depiction of current situation and why the research is needed to study the society’s perspectives regarding online gaming. The second chapter, literature review looks at the recent works completed by researchers on online gaming and how they affect the perspectives of the society. The third chapter will detail the methodology used by the current study to collect information for the completion of the current work. Chapter 4 provides a presentation of the information gleaned while the subsequent section details its analysis. The final section elaborates on the conclusions and recommendations harnessed from this study.


CHAPTER TWO: LITERATURE REVIEW


Chapter two provides an in-depth deliberation on the extant literature regarding online gaming and how it has changed the perspectives of the society. Through the presentation of varied subtopics, the researcher brings into context the relevance of the study and aligns into the past literature regarding online gaming and how it has affected the society. The investigator gives a brief history of e-sporting, the merits of engaging in online gaming, how sustainable it is to keep gaming online, the criticism faced by the online gamers, and the varied business and career opportunities presented by e-sporting. The literature binds the core study’s objectives and moves the reader to the next chapter where techniques for undertaking the study are elaborated.


HISTORY OF E-SPORTS


E-sport or electronic sport is a segment of activities in sport where individuals grow and train physical or mental abilities in utilising information and communication advances (Karhulahti 2017, p.44). Electronic sport emerged in the late nineties with its first use witnessed during a press in 1999 in the unveiling of the Online Gamers Association where the conception of traditional sport was compared to eSport. During this time, discussion of eSports was enhanced by unsuccessful attempts by the UK Professional Computer Gaming Championship 1999 (UKPCGC) to ensure that competitive gaming is considered an official sporting activity by the English Sports Council. The appearance of electronic sporting as a factor in business in youth culture is evinced as a ubiquitous cultural element that is of great importance. Reality, however, indicates that there are two gaming cultures including those experienced in the western and eastern value systems.


In Europe and the United States, competitive gaming history is allied to the introduction of networked shooting games, especially “Doom,” which was released in 1993 with a follow-up of “Quake” in 1996 using the id software (Armitage, Claypool, and Branch 2006, p.13). During this period, online players started online tournaments and competitions. By 1997, a number of semi-professional and professional leagues that gamed online were formed including the most influential league known as Cyberathlete Professional League (CPL). The first tournament events with regard to CPL including “The Foremost Roundup of Advanced Games” were held in live audiences in 1997 (Borries, Walz, Böttger, Davidson, Kelley, and Kücklich 2007, p.19). In view of CPL, professionalised computer gaming was considered an emergent spectator sport. Further, in 1999, Valve, a game development firm released “Counter-Strike” (Wright, Boria, and Breidenbach 2002, p.1), which was a modification of “Hal Life.” As such, this game replaced Quake in terms of popularity in competitive gaming, which has since remained a central phenomenon with regard to the eSport events in the West.


E-sports in the eastern culture began in Korea. In the mid-90s, the policymakers in Korea deregulated advanced telecom applications leading to a fast development of the broadband infrastructure (Kim, Choi, and Cha 2012, p.471; Kim 2013, p.2; Lee, An, and Lee 2014, p.33). The broadband was filled with online gaming and digital televisions. Contrary to the US and Europe, Koreans had preference to the MMORPG like the one launched in 1998, “Lineage.” Through the years, the gaming market in Korea has changed and is now dominated by “StarCraft,” which is a multi-user real time approach (Karhulahti 2017, p.45) that was released by Blizzard Entertainment, a Californian-based company in 1998. StarCraft replaced WarCraft, which was developed in 1994. The Korean vast broadband enhanced the creation of TV stations, which focused on the events of computer gaming. As a result, to the combination of the elements, there was a new gaming culture where StarCraft players were able to obtain cut-like statuses likened to professional athletes in major sporting leagues.


Another online game that has taken internet by storm is fortnite, which was launched on July 2017. According to Romano (2018, p.1), about 628,000 people watched Drake play the game with his friends on March 14. Further, Romano (2018, p.1) affirms that the Twitch stream attracted about 100,000 novel subscribers that appeared along the pop star. The app purchases for fortnite surpassed those of Battlegrounds and brought in at least $100 million. In February, fortnite had 3.4 million gamers and its overall gamers base has gone beyond 45 million individuals. Romano (2018, p.1) argued that the game is so popular because it is easily accessible, it ensures an upfront with a ready deployment on several multi-game consoles including Xbox One, PlayStations, and laptops. Evidentially, the gaming industry is revolutionised and leading to businesses and opportunities among the professional players. Thence, the researcher deemed it fit to investigate how online gaming has changed the perspectives of the society with an aim of finding out how investors are attracted to the e-sport industry.


ADVANTAGES OF ONLINE GAMING TO THE SOCIETY


Sălceanu (2014, p.837) conducted an exploratory study focusing on the parents’ attitudes, which investigated the impact of computer games with regard to the development of children. The number of participants were 1087 and questioned on numerous aspects including time spent playing the games, types of the games played and considered favourite, the methods of supervision, the advantages and the demerits of computer gaming (Sălceanu, 2014, p.837). According to the findings, 30.7% of the surveyed parents’ children have access to the computers at any time and 36.28 of the parents indicated that the computers are mostly utilised for gaming. Further, 42.87% of these parents supervise the activities of their children when they have spare time. Besides, 50% of the parents permit their kids to use 1-2 hours of their time playing games daily while those allowing 3-4 hours were 28.54%. According to the study, computer games have massive benefits in developing the children’s thinking, which was marked 9.60%, 8.27% observational capacity, and 8.01% creativity (Sălceanu, 2014, p.837). However, the parents identified vital disadvantages including sight disorders, lack of physical movements, and agitation at 13.7%, 13.15%, and 8.58% respectively (Sălceanu, 2014, p.837). Parents recognize that online gaming has powerful impacts on children; therefore, there should be limits regarding the content and amount of games played by children. As such, potential benefits will be maximised while minimising possible harms.


Chen, Chen, and Liu (2010, p.76) established a research to investigate the perspectives of young adults regarding online gaming and its implication for higher learning. According to Chen, Chen, and Liu (2010, p.76), the study aimed at assessing, identifying, and recognising the perspectives of these young adults before resources could be allocated to facilitate the designing, developing, and implementing digital game-based studding in institutions of higher learning. The researchers used Q-methodology to complete the study because it helps in analysing subjective information. The researchers surveyed 30 young adults and asked them to order and rank 30 statements regarding online games (Chen, Chen, and Liu 2010, p.76). Using factors analysis, the researchers identified a number of aspects and the correlations to recognise individuals that are related with each other in a particular factor. Processing and analysis of the information was completed following the Q-methodology steps by the help of PQMethod software. There were there operant factors realise including pajamasocialisers, new media resisters,and game value resisters. Findings indicated that the study can create awareness in higher learning institutions in realising the positive and negative attitudes towards gaming online.


A study commissioned by Nuangjumnong and Mitomo (2012, p.1) studied the development of leadership via gaming online. The researchers examine the correlation between online multiplayer arena battle games and leadership development using Heroes of Newerth and Defense of The Ancients. Literature review in Nuangjumnong and Mitomo (2012, p.1) indicate a growing contribution of online gaming to the development of leadership. Through closed-ended surveys, researchers collected information from Thailand via online and written formats. The surveys were fielded among unemployed game players in Thailand aged 13 years or older among which the surveys determined the leadership style of the respondents and game role. Through factor analyses and multinomial logistic regression, 3197 surveys, which were eligible indicated a relationship between online multiplayer arena battle games and development of leadership. The findings affirm that those depicted as game role carry have a high likelihood of using authoritarian leadership and have are less likely to employ laissez-fair style of leading. The support gamer roles and gankers are more democratic and have a less likelihood of implementing laissez-faire and authoritarian styles of leadership. Besides, age, education levels, and income are statistically insignificant to influence development of leadership.


The massive advantages drawn from online gaming are an eye-opener to the multinational companies and investors to invest and harness revenue. Online gaming, as explicated by Romano (2018, p.1), has attracted many gamers and brought in millions of dollars. Therefore, it is evident that online gaming is a potential business and career opportunity that can be leveraged to improve the lives of the people while impacting the society in a positive way.


SUSTAINABILITY OF ONLINE GAMING


Virtual communities have emerged everywhere within the networked society as online gaming communities have become a vital class of virtual these societies (Wagenvoort 2004, p.1). Wagenvoort (2004, p.1) studied the aspect of managing conflict in a community that engages in online gaming. According to Wagenvoort (2004, p.1), online gaming communities have dynamic and sophisticated socio-technical systems where conflict is an inevitable notion. As such, the researcher indicates that having a comprehensive understanding of how the communities manage issues and the relationship between change management and activity design is imperative to foster sustainability. The researcher focused on managing conflict in Formula 1 gaming online gaming community. The findings ascertain that careful conflict management is a vital component in ensuring sustainability regarding online gaming.


Fabricatore and Lopez (2012, p.209) conducted a study that explored sustainability studying via the aspect of gaming. The researchers explored the potentiality of digital games in fostering learning settings and develop mindsets that can deal with complex incidences pertinent to sustainability. Fabricatore and Lopez (2012, p.209) indicate that building sustainable online learning or gaming demands for the ability to manoeuvre complex dynamics, which characterise the present world. To ensure a sustained virtual community with regard to online gaming, it is important to develop ability in assessing the environment, which surrounds the current generations. Further, the people must consider the world in entirety while considering both long-term and current issues. As such, online gaming can be used to foster development by initiating improved ideologies and increase sustainability; further, through these developed mindsets, individuals are capable of innovating other avenues to bolster online gaming; hence its sustainability.


Fabricatore and Lopez (2012, p.209) connote that when digital games are designed with the consideration of the notion of complexity, they present increased potentials for sustainable learning. In particular, digital games have a high potential of enhancing sustainable learning, which in return will bolster innovation in the concept of gaming online. Basically, digital gaming can be depicted as complexified systems that engage players in tasks that are cognitively demanding in decision-making and problem-solving skills to handle ill-structured, unpredictable, and emerging problems. The games also enhance achievement of common goals among the virtual communities leading to sustainability. Fabricatore and Lopez (2012, p.209) analysed 20 games and found that leveraging thematic contextualisation and sophisticated systems will ensure increased sustainability regarding online gaming. They recommended that there is space to continually implement improvement-oriented game systems that require gamers to ensure online gaming sustainability. Therefore, e-sports is a potential platform for investors and multinational companies to invest and create business and career opportunities for the professional players.


CRITICISM FACED BY ONLINE GAMERS AND HOW IT AFFECTS THE E-SPORT INDUSTRY


Studies investigating the effects of video games have studied the impacts of violent video games on the aspect of aggression. Findings gleaned from experimental, longitudinal, corr

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