Abstract
ABSTRACT In this scoping review, we aimed to (1) provide clarity on terms used to describe elite esport samples, (2) identify the indicators used to describe elite esport samples, (3) collate rationales provided for defining esports samples as elite, and (4) draw conclusions on how to define elite esport samples. Electronic database and manual searches conducted for the final time in March 2024 yielded 7,802 records. Sixty-three studies published since 2012, with 1,768 e’athletes, satisfied the eligibility criteria and were included in the review. In total, 71% of the studies did not define ‘elite’ when classifying their samples. In the remaining studies, elite esport samples were defined through four categories: (1) highest level of competition, (2) professional status, (3) in-game achievement, and (4) domain experience. Of the 63 studies, 29 classified their samples as elite through one category, and 34 included justifications incorporating two or more categories. We propose a 2-step working elite classification system for esports samples that considers a player's highest level of competition and success at that level. Furthermore, we propose a set of reporting guidelines for elite e'athletes, which encourages researchers to unpack: (1) the success of the e’athletes, and (2) the prominence of the esport. HIGHLIGHTS There was a significant incongruity in the terminology used to classify high-level esports samples and inconsistent justifications for why the sample was elite. A 2-step elite classification system for esports samples that considers the player's highest level of competition and success at that level is proposed to help researchers classify their samples. We propose a set of reporting guidelines for elite esport athletes, which advises researchers to unpack: (1) the success of the athletes, and (2) the prominence of the esports.
Published Version
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