ABSTRACT

Electronic Sports (eSports) is situated at a unique intersection of virtual teams and organizations that combines recreation, interaction, task, competition, and collaboration. On the one hand, eSports is task-based and has serious purposes. On the other hand, eSports happens in a highly competitive, stressful, intense, and usually fiction-based virtual environment that requires fast decision-making and response. eSports as competitive computer gaming seems to be a practical and pertinent interpretation that highlights one of the core gaming mechanisms and play experiences in eSports: competition. Spectatorship can be considered one of the primary distinctions between eSports and other forms of game play. For practitioners who are interested in designing technologies to support highly competitive and interactive experiences and practices, studying the criteria and qualities of eSports that are acknowledged and valued most by players would shed light on the very core of a collaborative system that requires "fast and precise interaction", which can open up new avenues of inquiry.