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The Growth of eSports - Research Paper Example

Summary
The paper "The Growth of eSports" critically analyzes outlining some of the reasons behind the ever-growing popularity of eSports among the current generation. Contemporary society has seen numerous changes brought forth by technology which has equally led to the growth and innovation of various media…
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Extract of sample "The Growth of eSports"

Introduction

The contemporary society has seen numerous changes brought forth by technology which has equally led to the growth and innovation of various media. The electronic media has enabled multiple possibilities and one of such advancements in eSports as another mainstream media for individuals to enjoy gaming (Swingle, 2017). The electronic media has changed the gaming industry to more great folds, which to a greater extent, is currently being regarded as one of the profound developments. In essence, electronic sports or eSports phenomenon is defined as the organized competitions whereby pro-gamers or even amateur players compete in electronic-media games (Zhai et al., 2005). The previous years had been determined by the teenagers fantasizing about gaming as a source of living, but there were no such possibilities. Such reality is only evident in the contemporary society whereby gaming has become famous.

eSports has undergone tremendous or exponential growth worldwide creating a market currently generating millions in revenue owing to the more substantial number of teenagers logging in to the sites to watch sporting events (BI Intelligence and Elder, 2017). Despite the traditional physical and combative sports being popular, their famousness is fading away as the generation has a higher preference for eSports, or merely the engagement with electronic media. Owing to this phenomenological growth, research, surveys and statistical explorations have been focused on identifying some of the primary reasons behind the extensive growth of eSports. For instance, the market was valued at $500 million in the year 2016 with expected 22% annual growth in the next three years (BI Intelligence and Elder, 2017). As of currently, reports indicate that 300 million people are tuning to eSports and as such, by 2020, there an expected growth of 500 million in the number (BI Intelligence and Elder, 2017).

The purpose of this study was to outline some of the reasons behind the ever-growing popularity of e-sports among the current generation. The basis of this exploration is the statistics indicating the speedy growth of the sector in the past few years. On the other hand, the study sought to identify if there are any detrimental or adverse effects of eSports. Fundamentally, the focus was on debunking the assumptions on the perceived positive impact of e-business and as such, whether the adverse impacts should warrant a consideration that eSports is destructive to the current generation. Hence, the research question was “What are the driven reasons behind the current generation’s engagement with eSports and are there negative effects?”

Methodology

The Research Design

In this exploration, consideration was made on the approach or the design for executing the study of which, a quantitative method or model was used; it was preferred because the design or approach is useful in providing quantitative data for substantiating a specific claim. The research was done through a survey (using questionnaires) of prepared closed-ended questions to the target audience, majorly youths between 17 and 28 years? (as the age threshold which is tech-savvy and engages more with the online media). Random sampling was used in assigning materials, and 50 questionnaires were disseminated to the target population.

The Questionnaire

A quantitative survey questionnaire was used in this research through a closed-ended question format. The reason for using the close-ended question was to save time and as such, avoid the limitation of the questionnaire as regards to low response rates. The implication is that surveys sometimes limit research because the response rates are always low (Flick, 2015). Hence, through a closed-ended question format, the participants were provided with options or choices which would help them to navigate through the material quickly. However, care was taken to make the questions more straightforward and more precise so that individuals could take limited. The items (questions) were divided into three parts on general use or frequency of eSports engagement, how eSports is better than traditional sports and perceived effects of gaming. A sample of 50 participants was used (N=50) all taken within the institution but recruited from different faculties and departments. The recruitment was done by requesting participation through the departments and faculties, and those who agreed were provided with the questionnaire materials.

Findings

Frequency of engaging in eSports

To ascertain the assertion that younger generations are engaging in eSports, the questionnaire probed their frequency of engaging in such competitions. As the chart below shows, more of the population identifies with the gaming event, with 40% engaging in a fortnight, 30% weekly and only 10% and 5% in a month and over a month respectively.

Reasons for Engaging eSports

Accordingly, the questionnaire sought to know the driving force behind youths engaging in eSports. As shown in the table below, 15 of the respondents identified competition as the main reason for engaging in eSports with another 15 confirmed their interests in passing the time (entertainment) while 20 of the respondents find out thrilling to cheer and support their respective teams or players.

Reasons for Engaging eSports

Competition

Pass time (entertainment)

Spectating

15

15

20

Why eSports is better than Traditional Sports

The chart below outlines some of the reasons that are driving the youths into eSports. 37% agreed that they prefer the games or competition because of their engaging aspect, while another 36% agreed to find these games updated and fitting the needs of the present generation. Conversely, the games are preferred because of increased diversity, with 27% acknowledging to like these games because of the variety or many games provided.

Effects of eSports

From the chart below, 80% of the participants believed that eSports are good for them. However, the results on their frequency of engaging with the family members showed effects of eSports on isolation. Only 10 of the participants frequently involved with their families but 40 were both “rare” or “never” engaging with their families thus indicating how eSports leads to social isolation.

Frequency of engaging with Family

Frequently

Rarely

Never

10

20

20

Experience headache

Yes

30

No

20

Surprisingly, many respondents agreed that eSports is consuming time with 70% admitting that they were spending a lot of time on the games. From the tabular representation below 30 of the participants indicated problems with a headache upon finishing or engaging with the games and as such, pointing towards the mental implications especially on depression among the younger generation.

Discussion

eSports has become common among the current generation as the study reported 40% of the individuals participating in a fortnight, another 20% on a weekly basis and the rest either in a month’s time or more. One of the primary reasons responsible for the current high growth in eSports is the diversity of games offered, which to a greater extent, exceeds traditional sports. In essence, the eSports or competitions like Betway have various sports because there are numerous and changing competitions as well as odds catering for a variety of the gaming styles (The Guardian, 2017). From the study, 27% agreed to prefer the sports because of the diversity offered thus confirming how the variety of games is the reason as to why many youths are increasingly participating in eSports.

Another reason for the growth of eSports is the global reach or appeal of which the sports restrictions that had been traditionally imposed by national or legislative boundaries have been transcended since they did hamper the expansion and growth of traditional sports (Hamari et al., 2017). An excellent example is China currently thought to be the reason behind the profound growth in eSports more so with its corporations like Alibaba always instrumental in promotion and organizations of the best and unique eSports competition like AliSports World Electronic Games (The Guardian, 2017). The current generation prefers and adores the flexibility with which eSports are provided as they can transcend the location or geographical boundaries to engage in the games in the comfort of their homes. From the study, 36% of the participants agreed that eSports is a preference because of the engaging and participatory aspect as they can communicate and even spectate, compete or enjoy passing the time with games provided beyond their geographical reach.

The current generation engages in eSports as a form of digital entertainment. The implication is that the gaming's elements like teamwork, competition, and social aspects are most preferred by the younger generation owing to the interaction in the shared and interactive games (Zhai et al., 2005). For instance, some engage in the games just to be spectators and as such, enjoy the competition. The study reported that 15 of the respondents liked the games because passing the time or entertainment and another 20 for spectating. The findings resonate with the behaviour of the current generation whereby they love games that promote shared participation and interaction as well as allowing teamwork between players and the spectators.

Nonetheless, the current generation does not want to be engaged with passive entertainment and would rather be engaged or engrossed in participatory games or entertainment (Zhai et al., 2005). For the younger generation, their consideration and emphasis is on participatory experiences. The subsequent study found out that the participatory element of the eSports was voted highest as the reason as to why individuals prefer video games, at 37% hence confirming the engagement as an appeal which is driving more youths into eSports.

Despite the growing preference that youths are currently recording towards eSports, there are documented effects that also bring into question the place and role it plays in the younger generation’s welfare and life. Negative impacts of eSports are much documented especially the rising cases of anxiety, depression, and stress. In this case, just like any other internet technology, eSports comes with addiction with has detrimental effects to the health of the younger generation, more so, their mental or psychological well-being (Swingle, 2017; Griffiths et al., 2016). However, the individuals are not aware of these detrimental effects, because study reported that 80% believed that eSports are good. On the other hand, around 40 of the respondents attested to not engaging with their families when spectating or cheering games. Accordingly, to Swingle (2017), family relationship is crucial for a person's mental or psychological well-being, but with the seclusion, he or she is most likely to suffer depression. eSports equally consume a lot of the current generation's time as evident from the research evidence when 70% agreed that eSports are wasting a lot of their time. The finding resonates with the assertion that eSports are equally distractive to the younger generation because once addicted or one spends a lot of time on the games, he or she will lose focus on studies and as such, record poor performance (Griffiths, 2017).

Conclusion

The current research has confirmed that with the ongoing growth in eSports, all can be attributed to the younger generation who cite a variety of reasons for engaging in the sports. The younger generation finds eSports quite engaging which resonates with their affinity towards highly participatory sports. Conversely, there is the high likelihood of entertainment; some just sign up to become spectators while others are thrilled by the diversity of the games. On the other hand, the current study has confirmed the worry about eSports more so concerns about cases of depression, loss of time to the youths and social seclusion. Therefore, despite the current generation finding many reasons to engage in eSports, they should equally be worried about the grave consequences, especially if they are addicted.

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