eSport and the exploitation of digital labour

Research output: Contribution to journalArticle

Abstract

Our discussion overviews eSports’ connection to labour, work and the digital economy in an effort to situate and make contextual comment on those issues, finding that there is a particular concern in regard to the economic exploitation of fan-based digital labour, and specifically in relation to digital labour and streaming platforms. Our concern emerges from the powerless individuals of many of the aspirational eSports fan participants within the economic structure of the eSports industry and specifically in relation to online streaming platforms and their advertising sales economic activity. We find that significant further work is required by government and regulators to ensure that power-deficient individuals such as aspirational eSports players and juveniles are not economically exploited by eSports institutions and for-profit streaming services.
Original languageEnglish
Pages (from-to)65-81
Number of pages17
JournalJournal of Fandom Studies
Volume8
Issue number1
DOIs
Publication statusPublished - 2020

Keywords

  • eSport
  • digital labour
  • online streaming
  • labour exploitation
  • online work practices
  • video games

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