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The Franchise EraManaging Media in the Digital Economy$
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James Fleury, Bryan Hikari Hartzheim, and Stephen Mamber

Print publication date: 2019

Print ISBN-13: 9781474419222

Published to Edinburgh Scholarship Online: January 2020

DOI: 10.3366/edinburgh/9781474419222.001.0001

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PRINTED FROM EDINBURGH SCHOLARSHIP ONLINE (www.edinburgh.universitypressscholarship.com). (c) Copyright Edinburgh University Press, 2020. All Rights Reserved. An individual user may print out a PDF of a single chapter of a monograph in ESO for personal use.date: 01 April 2020

Locating Esports Spectatorship—Studio Audience(ing) and Sites of Speculation

Locating Esports Spectatorship—Studio Audience(ing) and Sites of Speculation

Chapter:
(p.256) 12. Locating Esports Spectatorship—Studio Audience(ing) and Sites of Speculation
Source:
The Franchise Era
Author(s):

Alexander Champlin

Publisher:
Edinburgh University Press
DOI:10.3366/edinburgh/9781474419222.003.0012

Alexander Champlin focuses on esports, one of the fastest-growing entertainment markets today. His essay specifically analyzes the relationship between esports franchises (i.e., teams), branded esports studio spaces, and video game franchises. Based on five years of site visits, Champlin examines the history of the North American League of Legends Championship Series studio and, to a more minor extent, the Blizzard Arena.

Keywords:   esports, Video games, Spectatorship, League of Legends, Media franchise

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