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Fans Just Wanna Have Fun: A Sociology of Sport Approach to eSports in Semipublic Spaces

Sat, June 11, 17:00 to 18:15, Fukuoka Hilton, Grand Foyer

Abstract

Across the world, fans are gathering to watch sporting events like none other. Clustered around monitors in homes and bars, some fans watch with a pint or a friend as teams compete for “epic” prize pools. The announcers narrate the plays, and the fans critique strategy and player choices. The fans cheer as their heroes clash – and lament when the Internet crashes. With 32 million viewers watching a single event around the world, this sporting event has an audience on par with the NBA finals or the World Series (Schwartz, 2014). The difference is, this game isn’t played on a court – competitive video gaming (electronic sports or eSports) is played on computers and consoles.

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