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. 2023 Dec 3;9(12):e23248. doi: 10.1016/j.heliyon.2023.e23248

Table 2.

Most-cited esports definitions.

Article Definition Citations
Wagner (2007) An area of sport activities in which people develop and train mental or physical abilities in the use of information and communication technologies [26]. 5
Freeman (2017) Esports as computer-mediated “sports”, as competitive computer gaming, as spectatorship (three core attributes were given in the article) [27]. 7
Witkowski (2012) Esports commonly refer to an organized and competitive approach to playing computer games [28]. 7
Wagner (2006) Esports is an area of sport activities in which people develop and train mental or physical abilities in the use of information and communication technologies [25]. 25
Pedraza-Ramirez (2020) Esports is the casual or organized competitive activity of playing specific video games that provide professional and/or personal development to the player. This practice is facilitated by electronic systems, either computers, consoles, tablets, or mobile phones, on which teams and individual players practice and compete online and/or in local-area-network tournaments at the professional or amateur level. The games are established by ranking systems and competitions and are regulated by official leagues. This structure provides players with a sense of being part of a community and facilitates mastering expertise in fine-motor coordination and perceptual-cognitive skills, particularly but not exclusively, at higher levels of performance [29]. 5
Hutchins (2008) Organized competitive gaming [30]. 5
Jenny (2017) Organized video game competitions [31]. 10
Hamari (2017) A form of sports where the primary aspects of the sport are facilitated by electronic systems; the input of players and teams as well as the output of the esports system are mediated by human-computer interfaces [2]. 47