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In 2019, the global eSports market generated $1.1 billion and it is projected to increase to $1.8 billion in 2022 (Newzoo, 2019). The major focus of eSports has been on its largest constituent—the professional youth players. A growing body of research has highlighted youth development in eSports and video games in general (Adachi & Willoughby, 2017; Lobel et al., 2017; Granic et al., 2013), but little attention has been given to how training organizations support players’ well-being and psychosocial development. Therefore, in the present research, we examined a group at a private eSports training facility to describe and interpret the role of such organizations in youth development. Our research question was ‘How is youth development supported through an eSports organization?’
We used ethnography as method of inquiry wherein participant-observations were conducted at an eSports facility, Game2U, located in a suburb area in the Midwest. Sample included n = 33 participants (i.e., 25 youth; 4 employees, and 4 volunteer mentors). A total of 19 hours of observations was collected resulting in 60 pages of double-spaced fieldnotes. Data was analyzed using Tracy’s (2020) phonetic iterative approach. We identified line-by-line descriptive codes during primary-cycle coding and theorized data during secondary higher-order coding. Themes and patterns were identified, and inter-coder reliability was assessed. We engaged in the validation process by adhering to Tracy’s (2010) “big-tent” criteria for excellent qualitative research.
Preliminary analysis of participant-observations revealed three main themes of eSports organizational practices: (1) role-modeling, (2) supportive communication, and (3) holistic approach. First, staff members and volunteers displayed positive behaviors outside and within the gaming practices which in turn promoted positive behaviors among youth. For example, staff were seen cooperating and providing assistance during team matches, and youth were more likely reciprocating and helping other team members in return. Second, adult staff engaged in supportive and open communication with the youth players. They were seen closely monitoring the team performance, providing emotional acknowledgment when players performed well, and giving “hands-on” support as needed (e.g., deescalating players’ aggressive behaviors when losing a match). Players were also given feedback on their individual and team performance which resulted in improved communication and increased cooperation. Finally, the organization used a holistic approach to support the players’ physical and emotional well-being. Players were scheduled to engage in physical activities during breaks. The organization also attempted to increase young girls’ participation by hosting open Ladies Nights and employing female staff.
Much is yet to be explored in the contribution of eSports organizations in youth development. However, these preliminary findings suggested that the organization’s support system might play a key role in facilitating positive behaviors and holistic development among youth. Despite the sexualization of female participation in eSports (Taylor, 2009), organizations might pave ways to broaden inclusivity in the male-dominated industry by creating space for young girls and encouraging their participation. Further research is needed to explore other contributions of eSports for youths’ healthy development.