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 |