Electronic Thesis and Dissertation Repository

Thesis Format

Monograph

Degree

Doctor of Philosophy

Program

Sociology

Supervisor

Adams, Tracey.

2nd Supervisor

Quan-Haase, Anabel.

Abstract

Over the last decade the popularity of video games has risen tremendously. A new industry around professional gaming has emerged alongside this growth in the popularity of video games. In professional gaming, individuals play video games competitively while their matches and games are streamed online to a global audience. As a result of the growth in the sector, compensation for some individuals has reached well into six and seven figures. Knowledge of these salaries has resulted in an influx of individuals interested in working in professional gaming. This study investigates not only those individuals who play video games professionally, but also those who work in the periphery and infrastructure of the gaming industry.

This dissertation critically investigates work in the professional gaming industry drawing on qualitative interview data. Two primary questions are asked: What is the nature of work in professional gaming? What are the experiences of individuals who pursue careers and work in this industry? This exploratory research utilizes thirty-four semi-structured interviews with individuals involved in the professional gaming industry.

The participants describe a range of challenges, difficulties, and issues they experience both transitioning into and working in this industry. The results suggest that work in professional gaming is rife with exploitation, precarity, and non-standard work arrangements. Pursuing a career in this industry is difficult, and participants often lack social support during their transition from playing video games as leisure to being employed in professional gaming. This lack of social support is not determinative and the participants often accessed their social capital in other ways in order to succeed. Financial difficulties, geographic challenges, and issues with discrimination and sexism were faced by the participants working in this industry. The present study provides important recommendations for future research. Overall, the study sheds new light on the nature of work in this industry – work that many dismiss as simply leisure – revealing tensions, contradictions, and inequalities within it.

Summary for Lay Audience

Over the last decade the popularity of video games has risen tremendously. An entirely new industry around professional gaming has emerged alongside this growth in the popularity of video games. In professional gaming, individuals play video games competitively while their matches and games are streamed online to a global audience. As a result of the growth in professional gaming, compensation for some individuals has reached well into six and seven figures. Knowledge of these salaries has resulted in an influx of individuals interested in work in this sector. This study investigates not only those individuals who play video games professionally, but also those who work other jobs in professional gaming.

The participants describe a range of challenges, difficulties, and issues they experience as they transition into and work in this industry. The results suggest that work in professional gaming is rife with exploitation, precarity, and non-standard work arrangements. Pursuing a career in this industry is difficult, and participants often lack social support during their transition from playing video games as leisure to being employed in professional gaming. This lack of social support resulted in participants accessing their social networks in different ways. Financial difficulties, geographic challenges, and issues with discrimination and sexism were faced by the participants working in this industry. The present study provides important recommendations for future research. Overall, the study sheds new light on the nature of work in this industry – work that many dismiss as simply leisure – revealing tensions, contradictions, and inequalities within it.

Creative Commons License

Creative Commons Attribution-Noncommercial-No Derivative Works 4.0 License
This work is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 4.0 License.

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