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Knowledge trajectory of eSports as an emerging field of research

Jiantao Zhu (School of Management, University of Science and Technology of China, Hefei, China)
Chuhan Cao (School of Management, University of Science and Technology of China, Hefei, China)
Hefu Liu (School of Management, University of Science and Technology of China, Hefei, China)
Eric Tze Kuan Lim (School of Information Systems, Technology and Management, University of New South Wales, Sydney, Australia)
Chee-Wee Tan (Department of Digitalization, Copenhagen Business School, Frederiksberg, Denmark) (Department of Management and Marketing, The Hong Kong Polytechnic University, Hong Kong, China)

Industrial Management & Data Systems

ISSN: 0263-5577

Article publication date: 15 March 2024

Issue publication date: 12 April 2024

212

Abstract

Purpose

Research on electric sports (eSports) has experienced significant growth in recent years as a consequence of increasing connectivity, institutionalization, and technological advances. However, the interdisciplinary nature of the eSports as a field and the burgeoning growth in eSports articles have rendered it necessary to conduct a systematic review of extant literature to take stock of the knowledge accumulated. To this end, we aim to undertake a comprehensive review of extant literature that takes stock of published research to derive opportunities for future research in the realm of eSports. In so doing, we contribute to the advancement of the field by mapping out the knowledge trajectory of eSports research and elucidating areas that have remained underexplored thus far.

Design/methodology/approach

To conduct systematic review of the eSports literature, we employed a framework that included six essential steps: protocol, search, appraisal, synthesis, analysis, and report. This comprehensive approach enables us to meticulously investigate the existing body of literature on eSports and identify key trends and topics addressed within the field. By conducting the multidisciplinary systematic literature review, we thoroughly assess the current state of eSports literature and subsequently outline potential research avenues that can contribute to eSports fields.

Findings

This study draws on a six-phase framework – member preparation, team formation, character selection, team coordination, team performance, and team reflection – to illustrate the roles played by different levels of analysis unit (i.e. characters, players, and teams) and three distinct yet interconnected stages (i.e. inputs, process, and outputs) within eSports games as well as the research opportunities it brings.

Originality/value

We conducted a rigorous systematic review of the eSports literature by using quantitative citation analysis and qualitative content analysis. Furthermore, we adopted team dynamic view of eSports to identify potential research avenues for future research that contribute to advancing our understanding of the eSports tournaments.

Keywords

Acknowledgements

This work was supported by the National Natural Science Foundation of China (NSFC: 72332007, 71971202, and 71921001).

Citation

Zhu, J., Cao, C., Liu, H., Lim, E.T.K. and Tan, C.-W. (2024), "Knowledge trajectory of eSports as an emerging field of research", Industrial Management & Data Systems, Vol. 124 No. 4, pp. 1531-1557. https://doi.org/10.1108/IMDS-06-2023-0423

Publisher

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Emerald Publishing Limited

Copyright © 2024, Emerald Publishing Limited

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