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    Esports events: classification and impact of business model of video games on size

    Newham, Thomas (2023) Esports events: classification and impact of business model of video games on size. Doctoral thesis (PhD), Manchester Metropolitan University.

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    Abstract

    Esports events are not commonly researched in academic literature. This research aims to provide a higher degree of understanding around esports, esports events and their size, and to develop a framework for future research. Video game business models are considered, as their link with esports is not often examined. Overwatch is also investigated as a case study of a single video game and its associated esport. The methodology employed is based on mixed methods. A pragmatic approach is utilised, adjusting the research philosophy based on the most suitable approach for each part of the study. The research design evolves based on the findings and the methods used in the previous chapters. Chapter 4 utilises a mixed methods approach, chapters 5 and 6 both use a quantitative method, before chapter 7 uses a qualitative, case study like technique. Chapter 4 explores the determination of a framework to measure size of events and such framework is created, with 1 event being classed as ''giga'', 16 as ''mega'', 15 as ''major'', and 11 as ''minor''. Chapter 5 undertakes a similar pursuit but utilising an index to rank sizes. There are no large differences in score or in class, and there is a high degree of correlation between the index and the classification from the previous chapter. Chapter 6 explores event size vs. video game business model, finding that events associated to buy-to-play and free-to-play games have a larger size than events associated to pay-to-pay games. Chapter 7 analyses Overwatch and concludes that a switch to a free-to-play model would be beneficial for Overwatch, and for its associated esport Overwatch League. A number of recommendations are made as a result of the research undertaken. Better collection and organisation of data on esports would be beneficial for future research. A centralised governing body would help with a number of aspects in esports. More research could be undertaken into business models, into the implication of choosing one over another and switching between them. A research centre at the European level would also be beneficial, as would the growth of formal structures around esports and esports research.

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