Taking College Esports Seriously
Keywords:Esports, leisure, videogames, college, students
AbstractThis study examined how collegiate esports players conceptualized their own competitive gameplay as situated between work and play. Using interviews guided by Stebbins’ (2007) serious leisure perspective, 16 collegiate esports players described how belonging to a collegiate esports team has shaped their identity, and how they experienced gaming within the structured environment of a collegiate esports team and club. Stebbins’ description of skill and knowledge development was supported, and the findings are in accord with Stebbins’ conceptualization of “personal rewards,” such as self-expression, self-image, and self-actualization.
Copyright (c) 2019 Loading...
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.The copyright for work in this journal is retained by the author(s), with first publication rights granted to the journal. In keeping with a Creative Commons license, articles are free to use with proper attribution (to both the author and Loading…) for educational and other non-commercial uses.