CfP HICSS Minitrack on "Esports"
Dear Colleagues We invite you to submit your work to the Esports minitrack (second edition) at the 57th Hawaii International Conference on System Sciences 2024 ( https://hicss.hawaii.edu) planned for January 2024. The detail are given below, and you can also find the CfP under this link: https://hicss.hawaii.edu/tracks-57/internet-and-the-digital-economy/?fbclid=... Esports research is a field with conflicting definitions and multiple perspectives. Despite the differences between approaches to esports, all emphasize its technological specificity and competitiveness. In the last decade, esports has ceased to be seen solely as entertainment for the youth and have become the fastest-growing area in sports and a stand-alone discipline in its own right. This view is supported by the increase in the number of events organized, their popularity among millions of viewers, and the growing number and professionalization of gamers. Traditional sports are still bigger than the biggest esports, often generating more revenue. However, esports is quickly catching up, given the growing number of broadcasted games, tournament prize pools, and increasing advertising potential of esports games. Despite the increasing popularity of esports, the research is still in its nascency. After an initial descriptive stage of research on esports, the focus is now shifting from explaining what esports is to a more nuanced understanding of many different aspects of the phenomenon. This minitrack aims to provide insight into esports’ theoretical development and practical understanding without excluding any methodological approach or scientific disciplines. Conceptual, theoretical, empirical, and methodological contributions that enrich our understanding of esports are welcome. Given the diverse goals of this minitrack, possible topics include, but are not limited to: Business, e.g., discovering esports consumers’ motivations; designing effective marketing tools; understanding players’/esports’ networks and organizations; gamers/fans as consumers. Cognitive Science/Psychology, e.g., studying factors influencing athletes’ performance; their abilities and skills; cognitive and behavioral differences between athletes. IT and Computer Science, e.g., using game telemetry, biometrics, user-generated data, or text mining to study esports, e.g., team dynamics, interactions of players; in-game performance. Law, e.g., copyright issues, gambling. Sociology and Cultural Studies, e.g., gamers’ and athletes’ interactions and identities; live events and streaming dynamics; gender issues (gender gap). Media Studies, e.g., relations between esports, traditional sports, and the media; offline spaces versus live-streaming, understanding esports in terms of virtual versus real; how technology mediates gaming, and how esports’ communities fit here. Sports Science, e.g., comparing esports and ‘traditional’ sports; esports as ‘real’, ‘genuine’ sports or new quality; athletes’ careers. -- Authors of accepted papers have the option to fast-track extended versions of their papers to: Journal of Electronic Gaming and Esports Rejected manuscripts will be recommended to be submitted to JEGE for further review. SUBMISSION GUIDELINES: Author Instructions: https://hicss.hawaii.edu/authors/ Esports minitrack website: https://hicss.hawaii.edu/tracks-55/internet-and-the-digital-economy/#esports... IMPORTANT DATES: April 15, 2023: Paper submission begins (through HICSS systems: https://hicss-submissions.org/) June 15, 2023: Paper submission deadline (11:59 pm HST) August 17,2023: Notification of acceptance/rejection September 22, 2023: Deadline for authors to submit final manuscript for publication October 1, 2023: Deadline for at least one author for each paper to register for the conference MINITRACK CO-CHAIRS: Piotr Siuda (Primary Contact) Kazimierz Wielki University in Bydgoszcz, Poland piotr.siuda@ukw.edu.pl Maciej Behnke Adam Mickiewicz University macbeh@amu.edu.pl David P. Hedlund St. John’s University hedlundd@stjohns.edu There are several mini-tracks related to gaming. They include Gamification (in Decision Analytics and Service Science), Streaming Media in Entertainment (in Digital and Social Media), Games & Gaming (in Digital and Social Media), Digitalization of Work (in Knowledge Innovation and Entrepreneurial Systems), Game-based Learning (in Knowledge Innovation and Entrepreneurial Systems), and the Metaverse (in Organizational Systems and Technology). -- *Piotr Siuda* (PhD, Professor of Media Studies) piotrsiuda.com Institute of Social Communication and Media Kazimierz Wielki University in Bydgoszcz, Poland *Recent papers:* *--** Darknet imaginaries in Internet memes: the discursive malleability of the cultural status of digital technologies*, *Journal of Computer-Mediated Communication*, https://doi.org/10.1093/jcmc/zmac023 -- *Toward Successful Esports Team: How Does National Diversity Affect Multiplayer Online Battle Arena Video Games*. *Proceedings of the 56th Hawaii International Conference on System Sciences*. *-- **Microtransaction politics in FIFA Ultimate Team: game fans, Twitch streamers, and Electronic Art*, in*: **EA Sports FIFA: Feeling the Game, Bloomsbury Academic Press*. https://www.bloomsbury.com/uk/ea-sports-fifa-9781501375347
participants (1)
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Piotr Siuda