Rationalization and Modern Play in Local Esports Events
Lui, Yuk Chuen Adrian (2020)
Lui, Yuk Chuen Adrian
2020
Master's Degree Programme in Internet and Game Studies
Informaatioteknologian ja viestinnän tiedekunta - Faculty of Information Technology and Communication Sciences
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Hyväksymispäivämäärä
2020-05-05
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:tuni-202004213464
https://urn.fi/URN:NBN:fi:tuni-202004213464
Tiivistelmä
Local esports events like LAN events and collegiate esports events have been increasingly popular in the society. The number of participants in Lantrek, one of the annual LAN events in Tampere, has quadrupled from 1,500 in 2014 to 6,000 in 2018. This research investigated the increasing popularity of local esports events in Finland based on the two core theories: Rationalization by Max Weber and Modern Play by Thomas Henricks. Using the interview results with the participants and my own participatory experience at the events, I found that the two theories had significant impact on esports across individual, social, cultural and institutional levels. The traits of Modern Play were demonstrated from the motivations of the participants and the physical setting of the events, while the impact of Rationalization was more prominent among the young gamers and the competitive side of local esports events. Additionally, a result comparison with similar studies done in the 2000s revealed two new emerging motivations: 1) exploring the esports scene, and 2) visiting the merch area in local esports events. The fact that these findings were hardly mentioned in previous literature could be served as an indication about the impact of Modern Play and Rationalization on esports over the years.
Several scholars pointed out the significance of the physical aspects of esports apart from the mere audio-visual and gaming context. This thesis furthers the idea and suggests that local esports events could serve as a medium for communication between the esports scene and the local community. First, they allow modern gamers to sensuously explore the esports scene in a physical environment with high accessibility and proximity. Second, game companies and institutions can take the opportunity to portray the physical image of esports and convey it to the local community. Especially in the merch area, various opportunities of physical participation in esports are offered to the participants, such as trying and purchasing new gaming gears and attending meetups with esports celebrities. In conclusion, the results of this research suggest that local esports events deserve more attention from researchers in game studies, game companies, parents and teachers as the physical aspects of esports have been increasingly influential over modern society.
Several scholars pointed out the significance of the physical aspects of esports apart from the mere audio-visual and gaming context. This thesis furthers the idea and suggests that local esports events could serve as a medium for communication between the esports scene and the local community. First, they allow modern gamers to sensuously explore the esports scene in a physical environment with high accessibility and proximity. Second, game companies and institutions can take the opportunity to portray the physical image of esports and convey it to the local community. Especially in the merch area, various opportunities of physical participation in esports are offered to the participants, such as trying and purchasing new gaming gears and attending meetups with esports celebrities. In conclusion, the results of this research suggest that local esports events deserve more attention from researchers in game studies, game companies, parents and teachers as the physical aspects of esports have been increasingly influential over modern society.