@inproceedings{a56d6867fa874bcc810c08f613d05643,
title = "The Portuguese esports ecosystem: an exploratory approach",
abstract = "eSports are an emerging phenomena worldwide. I would like to argue that eSports are one of the activities that best illustrate the dynamics of network communication [1, 2]. What had appeared as a digital media phenomenon, shortly became a legacy media content. Media companies throughout the world are investing in broadcasting eSports competitions and establishing partnerships with individual content producers that are contributing to the emergence of a new professional activity-digital games streamers [3]. Additionally, eSports are asserting themselves both as a cultural and creative industry. They are part of a complex network of media, game producers, players, and individual digital content producers. Based on a qualitative methodology having document analysis as primary data collection method, this paper intends to discuss the growing relevance of eSports as a networked media phenomena and to present the particular case of Portugal. Data from an exploratory research will be presented aiming at maping the Portuguese eSports media ecosystem.",
keywords = "Esports, Networked media, Portugal",
author = "C{\'a}tia Ferreira",
note = "Publisher Copyright: {\textcopyright} Springer Nature Switzerland AG 2019.; 11th International Conference on Videogame Sciences and Arts, VJ 2019 ; Conference date: 27-11-2019 Through 29-11-2019",
year = "2019",
doi = "10.1007/978-3-030-37983-4_9",
language = "English",
isbn = "9783030379827",
series = "Communications in Computer and Information Science",
publisher = "Springer Science and Business Media Deutschland GmbH",
pages = "113--122",
editor = "Nelson Zagalo and Liliana Costa and Veloso, {Ana Isabel} and {\'O}scar Mealha",
booktitle = "Videogame Sciences and Arts",
address = "Germany",
}