Esports and the Spatial Legitimation of a Market

Prior work has explored how space and place can be utilised to change or disrupt a market, primarily focusing on how institutional actors create and make use of such spaces (e.g. Kellogg, 2009; Cartel et al., 2019; Furnari 2014). However, the role of space and place in institutionalisation remains somewhat under-explored (Lawrence & Dover, 2015; Wright et al., 2023). This thesis contributes to this area of research by exploring the role of space and place in the creation of a market and its impact on legitimation processes. Drawing on institutional theory as an enabling lens, the Esports market is used as the research context for this study. Competitive video game playing has grown exponentially over the past two decades to become an estimated $1.6 billion industry (Mintel, 2023). Through semi-structured interviews and archival research, this thesis examines the legitimation stages of the Esports market and the various roles that offline and online spaces play in the legitimation process. The findings of this study highlight that space and place can have three key effects on the legitimation of the market: building, conferring, and constraining. Contributions to prior work are made by examining the role of space and place within the co-creation of a market (e.g. Giesler, 2008; Brandstad & Solem, 2020), the mimicking and borrowing of established practices (e.g. DiMaggio & Powell, 1983; Kjellberg & Olson, 2017), and the role of governments in market growth (e.g. Koch & Ulver, 2022; Huff et al., 2021). The effect of these roles on the legitimation of a market is also explored. It is suggested that future research could build upon this work to assess the applicability of the findings to other markets.

Publication Details

Journal
University of Lancaster
Published
2025-01-01
DOI
https://doi.org/10.17635/lancaster/thesis/2690
Primary Topic
Digital Games and Media
Type
article
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article

Esports and the Spatial Legitimation of a Market

University of Lancaster
Digital Games and Media
article

Esports and the Spatial Legitimation of a Market

article en

Abstract

Prior work has explored how space and place can be utilised to change or disrupt a market, primarily focusing on how institutional actors create and make use of such spaces (e.g. Kellogg, 2009; Cartel et al., 2019; Furnari 2014). However, the role of space and place in institutionalisation remains somewhat under-explored (Lawrence & Dover, 2015; Wright et al., 2023). This thesis contributes to this area of research by exploring the role of space and place in the creation of a market and its impact on legitimation processes. Drawing on institutional theory as an enabling lens, the Esports market is used as the research context for this study. Competitive video game playing has grown exponentially over the past two decades to become an estimated $1.6 billion industry (Mintel, 2023). Through semi-structured interviews and archival research, this thesis examines the legitimation stages of the Esports market and the various roles that offline and online spaces play in the legitimation process. The findings of this study highlight that space and place can have three key effects on the legitimation of the market: building, conferring, and constraining. Contributions to prior work are made by examining the role of space and place within the co-creation of a market (e.g. Giesler, 2008; Brandstad & Solem, 2020), the mimicking and borrowing of established practices (e.g. DiMaggio & Powell, 1983; Kjellberg & Olson, 2017), and the role of governments in market growth (e.g. Koch & Ulver, 2022; Huff et al., 2021). The effect of these roles on the legitimation of a market is also explored. It is suggested that future research could build upon this work to assess the applicability of the findings to other markets.

University of Lancaster
Industry, innovation and infrastructure
Openalex Percentile: Top 49%
Digital Games and Media
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Esports and the Spatial Legitimation of a Market · University of Lancaster (2025) | TGRS Research Map | TGRS