Abstract

E-sports, born out of digital games world, has been growing rapidly in recent years. In this interesting branch that establishes its own ecosystem, federations, tournaments, teams, etc. organizational structures are included. The main activity of these organizations is to ensure that digital games are played competitively in a social environment. These games takes place when many components come together and act in harmony with each other. In this environment where a social structure is mentioned, it is understood that there is a leadership process. It is thought that the most appropriate role in organizations is the team coach in order to conduct research on leadership in e-sports. In this context, the aim of the research is to make a literature review that includes the functioning of the leadership process in e-sports organizations, the requirements and comparison with traditional sports. As a result, it is seen that the leadership process in e-sports has similar characteristics with the leadership process in traditional sports. However, it is understood that leadership in e-sports has unique aspects in terms of having knowledge and experience about digital games, having cyber skills and following technological developments.

Full Text
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