Exploring esports as a platform to develop organizational teams: the case of Valorant

Purpose This study aims to explore the potential of a team-based esports game, Valorant, as a platform for developing individuals and teams in organizations. Design/methodology/approach This work represents an auto-netnographic exploration of a team-based esports title from a consumer perspective through extensive diaries recorded through the initial 10 weeks of play. Findings Three key themes are identified that illuminate the experience of entering a new team-based game experience. The results illustrate that at the core of Valorant is the team experience, which suggests potential for the game as a platform to develop teams and enhance relevant individual and team-based skills in organizational contexts. Organizational teams should benefit from the use of esports as a team development tool, but any such organizational initiative requires a structured approach. Virtual teams may benefit more than their co-located equivalents from the affordances of online team-based play. Originality/value This study is one of the few auto-netnographic explorations of a team-based game in esports. Valorant, as an increasingly popular game, remains underexplored in academic literature.

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Publication Details

Journal
Team Performance Management
Published
2025-05-03
DOI
https://doi.org/10.1108/tpm-09-2024-0110
Citations
2
Primary Topic
Digital Marketing and Social Media
Type
article
Field-Weighted Citation Impact
8.40
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article

Exploring esports as a platform to develop organizational teams: the case of Valorant

Brian McCauley
2 citations
Team Performance Management
Digital Marketing and Social Media
8.40
article

Exploring esports as a platform to develop organizational teams: the case of Valorant

Brian McCauley
article en
2 citations

Abstract

Purpose This study aims to explore the potential of a team-based esports game, Valorant, as a platform for developing individuals and teams in organizations. Design/methodology/approach This work represents an auto-netnographic exploration of a team-based esports title from a consumer perspective through extensive diaries recorded through the initial 10 weeks of play. Findings Three key themes are identified that illuminate the experience of entering a new team-based game experience. The results illustrate that at the core of Valorant is the team experience, which suggests potential for the game as a platform to develop teams and enhance relevant individual and team-based skills in organizational contexts. Organizational teams should benefit from the use of esports as a team development tool, but any such organizational initiative requires a structured approach. Virtual teams may benefit more than their co-located equivalents from the affordances of online team-based play. Originality/value This study is one of the few auto-netnographic explorations of a team-based game in esports. Valorant, as an increasingly popular game, remains underexplored in academic literature.

Team Performance ManagementVol. 31(5-6)
Jönköping University (SE)
Openalex Percentile: Top 3%
Digital Marketing and Social Media
8.40
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