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