‘Esports’ or electronic sports is the umbrella term for organised, competitive computer gaming usually played by paid professionals. It is an emerging entertainment market worth an estimated $1.5 billion and is comparable in size to many traditional sports, with audiences of tens, even hundreds, of millions of people worldwide. This one-day symposium sought to build expertise between early career researchers, professional players, and industry experts who are interested in problematising the social, cultural, and economic dimensions of Esports. It was a winner of our 2016/17 seminar competition. For more information, click through to the YouTube page for the videos below or see the event page on our website.
Originally posted 22nd February 2018