TY - GEN
T1 - The Portuguese esports ecosystem
T2 - 11th International Conference on Videogame Sciences and Arts, VJ 2019
AU - Ferreira, Cátia
N1 - Publisher Copyright:
© Springer Nature Switzerland AG 2019.
PY - 2019
Y1 - 2019
N2 - 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.
AB - 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.
UR - http://www.scopus.com/inward/record.url?scp=85112435804&partnerID=8YFLogxK
U2 - 10.1007/978-3-030-37983-4_9
DO - 10.1007/978-3-030-37983-4_9
M3 - Conference contribution
AN - SCOPUS:85112435804
SN - 9783030379827
T3 - Communications in Computer and Information Science
SP - 113
EP - 122
BT - Videogame Sciences and Arts
A2 - Zagalo, Nelson
A2 - Costa, Liliana
A2 - Veloso, Ana Isabel
A2 - Mealha, Óscar
PB - Springer Science and Business Media Deutschland GmbH
Y2 - 27 November 2019 through 29 November 2019
ER -