Understanding Game Coaching on Gig Platforms

Freelance game coaches monetize their gaming expertise by offering personalized instruction to players seeking to improve, working through gig platforms, yet little is known about how they operate. To address this gap, we conducted semi-structured interviews with 20 experienced freelance coaches across 17 competitive games on Fiverr. Despite lacking shared formal training, these coaches converged on similar practices centered on rapport-building, individualized diagnosis, and adaptive feedback. We identify two structural conditions shaping this work: dual precarity, in which coaches navigate both gig platform instability and the lifecycle volatility of live-service games; and earned authority, in which coaches must continually establish legitimacy through visible competitive achievement within the same gaming spaces as their students. These coaches welcomed AI for administrative and analytic support but resisted its use in live interactions where trust, relational engagement, and situated judgment remained central. We discuss implications for Games HCI and the design of computational coaching systems.

Authors

Institutions

Publication Details

Journal
Proceedings of the ACM on Human-Computer Interaction
Published
2026-11-03
DOI
https://doi.org/10.1145/3831353
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
0.00

Funders

Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Understanding Game Coaching on Gig Platforms

Saiph Savage, Ha-Young Lee
2 links
Proceedings of the ACM on Human-Computer Interaction
Digital Games and Media
article

Understanding Game Coaching on Gig Platforms

Saiph Savage, Ha-Young Lee
article en

Abstract

Freelance game coaches monetize their gaming expertise by offering personalized instruction to players seeking to improve, working through gig platforms, yet little is known about how they operate. To address this gap, we conducted semi-structured interviews with 20 experienced freelance coaches across 17 competitive games on Fiverr. Despite lacking shared formal training, these coaches converged on similar practices centered on rapport-building, individualized diagnosis, and adaptive feedback. We identify two structural conditions shaping this work: dual precarity, in which coaches navigate both gig platform instability and the lifecycle volatility of live-service games; and earned authority, in which coaches must continually establish legitimacy through visible competitive achievement within the same gaming spaces as their students. These coaches welcomed AI for administrative and analytic support but resisted its use in live interactions where trust, relational engagement, and situated judgment remained central. We discuss implications for Games HCI and the design of computational coaching systems.

Proceedings of the ACM on Human-Computer InteractionVol. 10(7)
Northeastern University (US)
National Science Foundation
Quality education
Openalex Percentile: Top 33%
Digital Games and Media
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

Laika access coming soon
Understanding Game Coaching on Gig Platforms — Saiph Savage, Ha-Young Lee · Proceedings of the ACM on Human-Computer Interaction (2026) | TGRS Research Map | TGRS