Does Excel Esports Really Constitute an Esports? Definitional/Technological Categorisation and Assessment of Market Potential

Excel eSports is an innovative and growing form of eSports that distinguishes itself from traditional eSports by focusing on the spreadsheet software Microsoft Excel. Whether Excel eSports is recognized as eSports depends on the definition: narrower definitions exclude it, while broader definitions that consider its competitive nature and information technology usage recognize it as a legitimate form of eSports. This paper also assesses the market potential of this new phenomenon. Despite limited data, the evaluation based on global Excel user numbers and comparisons with established eSports suggests that peak viewership could range from 124,000 to 3.7 million, while the number of active Excel eSports players could potentially range from 992 to 15,300.

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Publication Details

Journal
Engineering and Technology Journal
Published
2025-11-29
DOI
https://doi.org/10.47191/etj/v10i11.21
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
0.00
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article

Does Excel Esports Really Constitute an Esports? Definitional/Technological Categorisation and Assessment of Market Potential

Gerd Nufer, Julian Pöltl
Engineering and Technology Journal
Digital Games and Media
article

Does Excel Esports Really Constitute an Esports? Definitional/Technological Categorisation and Assessment of Market Potential

Gerd Nufer, Julian Pöltl
article en

Abstract

Excel eSports is an innovative and growing form of eSports that distinguishes itself from traditional eSports by focusing on the spreadsheet software Microsoft Excel. Whether Excel eSports is recognized as eSports depends on the definition: narrower definitions exclude it, while broader definitions that consider its competitive nature and information technology usage recognize it as a legitimate form of eSports. This paper also assesses the market potential of this new phenomenon. Despite limited data, the evaluation based on global Excel user numbers and comparisons with established eSports suggests that peak viewership could range from 124,000 to 3.7 million, while the number of active Excel eSports players could potentially range from 992 to 15,300.

Engineering and Technology JournalVol. 10(11)
Reutlingen University (DE)
Openalex Percentile: Top 53%
Digital Games and Media
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