Work, play, and precariousness: An overview of the labour ecosystem of esports

Author:

Johnson Mark R1ORCID,Woodcock Jamie2

Affiliation:

1. University of Sydney, Australia

2. The Open University, UK

Abstract

Professionalised competitive digital gaming or ‘esports’ has grown to a point where millions of dollars are being awarded in competitions watched globally by tens of millions of viewers. Previous analyses of the phenomenon have examined the role(s) of labour in esports performed by various actors – players, tournament organisers, sponsors, game developers – but these have yet to be unified into a ‘big picture’ of esports labour, especially when considering the relationships between the labour performed by different esports actors. In this paper we therefore present a comprehensive overview of the labour that different actors within the emerging Esports ecosystem perform, and how they intersect and influence each other in order to contribute to the existence of this highly contemporary phenomenon. In doing so we show that the rapid growth of Esports has created new labour processes and forms of work, transformed existing ones, yielded new career options, and tremendous profits to be made by a range of involved actors. Esports’ emerging position as a major global industry both within gaming and within contemporary media more broadly demands close attention to its work, its workers, and who is winning and losing in this dynamic media space.

Funder

Digital Economy Crucible

Publisher

SAGE Publications

Subject

Sociology and Political Science,Communication

Reference57 articles.

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4. Chiappini D (2013) Grand Theft Auto V may have cost $266 million to develop and market – report. In: Gamespot. Available at: http://www.gamespot.com/articles/grand-theft-auto-v-may-have-cost-266-million-to-develop-and-market-report/1100-6414188/ (accessed 16 April 2021).

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