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.
Authors
- Brian McCauley (ORCID: https://orcid.org/0000-0002-4925-7988)
Institutions
- Jönköping University (SE)
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