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Esports Fandom and the Collegiate Student-Athlete Experience: Active Audiences and Spectatorship

Esports Fandom and the Collegiate Student-Athlete Experience: Active Audiences and Spectatorship
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Author(s): Kelley Stuetz (West Chester University, USA)and Julia Crouse Waddell (West Chester University, USA)
Copyright: 2020
Pages: 13
Source title: Multidisciplinary Perspectives on Media Fandom
Source Author(s)/Editor(s): Robert Andrew Dunn (East Tennessee State University, USA)
DOI: 10.4018/978-1-7998-3323-9.ch013

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Abstract

eSports audiences have gratifications that must be met. Online gaming provides access to gamers to create community and gain virtual reality skills within the online world. Through information seeking and virtual gratifications, gamers have a need to establish relationships and learn new skills in their game of choice. The event of competitive gaming has become so popular that it is not uncommon for college students to create an organization on campus around eSports. eSports has been studied in the disciplines of audiences, college athletics, and online learning communities; however, few have examined the importance of eSports spectatorship and the student-athlete experience. Using the extension of Hall's Encoding and Decoding model of Active Audience Theory, this research will identify the effects of audiences and spectatorship within the collegiate eSports fandom experience.

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