Introduction
Theoretical background
What is esport?
Elaborating the societal impact of sport
Context | Events/Athletes & Teams/Successes/Stakeholders worldcups, Olympic games, championships/athletes, football players, sports teams/winning medals, games, records/coaches, sport organisations, sponsors | |||||||||
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Category | (1) Social equality & inclusion | (2) Collective identity & pride | (3) Ethics & fair play | (4) Feel good & passion | (5) Fans & media attraction | (6) Prestige & image | (7) Athletes ability & quality of life | (8) Sport participation & health | (9) Sponsors & commercial activity | (10) Local consumption & living conditions |
Potential positive impacts | (1) Integration (2) Social Equality (3) Inclusion (4) Social Justice (5) Socioeconomic equality | (1) Community’ identity (2) Community’ pride (3) Socializing opportunities | (1) Ethics (2) Symbolism & Rituals (3) Fair play (4) Social debate | (1) Pleasure (2) Special experiences (3) Well-being (4) Passion | (1) Beauty’ of sport (2) Fandom (3) Celebrities (4) Media Consumption (5) Sport Knowledge | (1) Globalization (2) International Prestige (3) Political Power (4) Peace building (5) Country/city marketing | (1) Fame (2) Role model function (3) Quality of life (4) Life skills | (1) Identification (2) Sport participation (3) Volunteering (4) Adoption qualities (5) Health awareness | (1) Economic boost (2) Sponsorship (3) Media rights (4) Sport industry assets (5) Commercial activity (6) Innovation (7) Fundraising | (1) Consumption (2) Employment (3) Tourism (4) (sport) infrastructure (5) Greening |
Potential negative impacts | (6) Sexism (7) Exclusion (8) Exploitation (9) Discrimination | (4) Opposition & rivalry (5) Chauvinism (6) Shame | (5) Corruption & Fraud (6) Hooliganism (7) Deviant examples | (5) Disappointment (6) Failure | (6) Gambling (addiction) (7) Repulsion (8) Drop sports’ image | (6) Soft power (7) Bad international image (8) War propaganda | (5) Pressure (6) Injuries (7) Safe guarding issues (8) Post-career depression (9) Doping | (6) Discouragement effect (7) Unhealthy lifestyle (8) Distorted body image | (8) Associations with scandals (9) Financial hangover | (6) Legacy costs (7) Environmental impact (8) Declined living conditions (9) Excessive Investments |
Methodology
Search strategy
Set | Search Terms |
---|---|
#1 | Electronic sport* OR ″e-sport*″ OR ″esport*″ OR ″cybersport″ OR ″professional gam*″ OR ″pro gam*″ OR ″competitive gam*″ |
#2 | Integration OR ″social equality″ OR ″equality″ OR ″socio-economic equality″ OR ″justice″ OR ″social justice″ OR ″inclusion″ OR ″sexism″ OR ″exclusion″ OR ″exploitation″ OR ″discrimination″ |
#3 | ″community identity″ OR ″collective identity″ OR ″identity″ OR ″community pride″ OR ″pride″ OR ″social* opportunit*″ OR ″opposition″ OR ″rival*″ OR ″chauvin*″ OR ″shame*″ |
#4 | ″ethic*″ OR ″symbo*″ OR ″ritual*″ OR ″fair play″ OR ″sportsmanship″ OR ″social debate″ OR ″corrupt*″ OR ″fraud″ OR ″hooligan*″ OR ″deviant example*″ OR ″devian*″ |
#5 | Pleasure OR ″special experience*″ OR ″well-being″ OR ″feel good″ OR ″passion″ OR ″disappoint*″ OR ″fail*″ |
#6 | Beauty N5 ?sport OR ″media attraction″ OR ″fandom″ OR ″fan″ OR ″celebrit*″ OR ″media consum*″ OR ″?sport knowledge″ OR ″gam* addict*″ OR ″addict*″ OR ″repuls*″ |
#7 | Globali?ation OR ″prestige″ OR ″polit* power″ OR ″peace* build*″ OR ″marketing″ OR ″soft* power*″ OR ″image″ OR ″propaganda″ |
#8 | Athletes ability OR ″fame″ OR ″role model″ OR ″quality N5 life″ OR ″life skill*″ OR ″pressure″ OR ″injur*″ OR ″safeguarding″ OR ″depressi*″ OR ″doping″ OR ″cheat*″ |
#9 | Identification OR ″participation″ OR ″volunteering″ OR ″adoption qualit*″ OR ″health awareness″ OR ″health″ OR ″discouragement effect″ OR ″unhealthy lifestyle″ OR ″body image″ |
#10 | Economic boost OR ″sponsor*″ OR ″media right*″ OR ″?sport industry″ OR ″commerc*″ OR ″innovation″ OR ″fundrais*″ OR ″scandal*″ OR ″financial risk″ |
#11 | Consum* OR ″employ*″ OR ″touris*″ OR ″infrastructure″ OR ″greening″ OR ″legacy cost*″ OR ″environment*″ OR ″living condition*″ OR ″invest*″ |
#12 | “(1) AND ((2) OR (3) OR (4) OR (5) OR (6) OR (7) OR (8) OR (9) OR (10) OR (11))” |
Selection process and data extraction
Findings
Category (n; %) | Subcategory | n (%) | Study |
---|---|---|---|
Social Equality & Inclusion (n = 13; 15.85%) | Integration | 1 (1.22%) | Freeman & Wohn, 2017 |
Social Equality | 1 (1.22%) | Taylor & Stout, 2020 | |
Inclusion | 4 (4.88%) | ||
Sexism | 5 (6.10%) | ||
Exclusion | 6 (7.32%) | ||
Discrimination | 4 (4.88%) | ||
Collective Identity & Pride (n = 24; 29.27%) | Community identity | 8 (9.76%) | |
Socializing opportunities | 18 (21.95%) | Baltezarević & Baltezarević, 2019; Fiskaali et al., 2020; Freeman & Wohn, 2017; Jansz & Martens, 2005; Karsenti & Bugmann, 2018; Lee, Lin, Teo, Tan, Lin, & Acm., 2018; Lobel et al., 2019; McCauley et al., 2020; Pizzo et al., 2018; Qian, Wang, Zhang, & Lu, 2020b; Schaeperkoetter et al., 2017; Seo, 2016; Trepte, Reinecke, & Juechems, 2012; Weiss, 2011; Weiss & Schiele, 2013; Whalen, 2013; Wohn & Freeman, 2020; Xiao, 2020 | |
Opposition & rivalry | 1 (1.22%) | Hayday & Collison, 2020 | |
Chauvinism | 3 (3.66%) | ||
Ethics & fair play (n = 11; 13.41%) | Ethics | 1 (1.22%) | Seo, 2016 |
Symbolism & Rituals | 1 (1.22%) | Schaeperkoetter et al., 2017 | |
Fair play | 5 (6.10%) | ||
Social debate | 1 (1.22%) | Tjønndal, 2020 | |
Deviant examples | 4 (4.88%) | ||
Feel good & passion (n = 11; 13.41%) | Pleasure | 2 (2.44%) | |
Special experiences | 2 (2.44%) | ||
Well-being | 2 (2.44%) | ||
Passion | 8 (9.76%) | ||
Fans & media attraction (n = 20; 24.39%) | Fandom | 5 (6.10%) | |
Celebrities | 1 (1.22%) | Ward & Harmon, 2019 | |
Media consumption | 12 (14.63%) | ||
Sport knowledge | 1 (1.22%) | Brown et al., 2018 | |
Gambling (addiction) | 6 (7.32%) | ||
Drop sports’ image | 2 (2.44%) | ||
Prestige & Image (n = 8; 9.76%) | Globalization | 5 (6.10%) | |
International Prestige | 2 (2.44%) | ||
Political Power | 1 (1.22%) | Lin & Zhao, 2020 | |
Country/city marketing | 2 (2.44%) | ||
Soft power | 2 (2.44%) | ||
War propaganda | 1 (1.22%) | Lin & Zhao, 2020 | |
Athletes ability & quality of life (n = 12; n = 14.63%) | Fame | 1 (1.22%) | Ward & Harmon, 2019 |
Role model function | 3 (3.66%) | ||
Life skills | 8 (9.76%) | ||
Pressure | 2 (2.44%) | ||
Post-career depression | 1 (1.22%) | Perez-Rubio et al., 2017 | |
Sport participation & health (n = 29; 35.37%) | Identification | 3 (3.66%) | |
Sport participation | 19 (23.17%) | Abbasi, Nisar, Rehman, & Ting, 2020; Adachi & Willoughby, 2011; Adachi & Willoughby, 2013; García & Murillo, 2020; Gray, Vuong, Zava, & McHale, 2018; Jang & Byon, 2019; Jang & Byon, 2020; Jansz & Martens, 2005; Kwak, Hwang, Kim, & Han, 2020; Lobel et al., 2019; Marcano Lárez, 2012; Matuszewski, Dobrowolski, & Zawadzki, 2020; Rudolf et al., 2020; Schaeperkoetter et al., 2017; Schmierbach, 2010; Stankovic & Kostadinovic, 2017; Trotter, Coulter, Davis, Poulus, & Polman, 2020; Weiss, 2011; Weiss & Schiele, 2013 | |
Adoption qualities | 5 (6.10%) | ||
Health awareness | 10 (12.20%) | ||
Unhealthy lifestyle | 3 (3.66%) | ||
Sponsors & commercial activity (n = 8; 9.76%) | Economic boost | 1 (1.22%) | Zhao & Lin, 2020 |
Sponsorship | 2 (2.44%) | ||
Commercial activity | 7 (8.54%) | ||
Local consumption & living conditions (n = 3; 3.66%) | Consumption | 1 (1.22%) | Jang et al., 2020 |
Tourism | 2 (2.44%) | ||
Sport infrastructure | 1 (1.22%) | McCauley et al., 2020 |