In this study, the live streaming comments of the Nintendo World Championship, which is a video game competition that is often not considered to be a real e-sports tournament, were examined so as to determine the realness of contemporary e-sports and how they are socially constructed. In accordance with prototype theory, qualitative analysis was conducted to shed light on the process
of legitimizing real e-sports. When classifying videogame as e-sports, three frames are employed, namely, game, sport, and media entertainment. These frames are emphasized in various degrees for each video game. Furthermore, the three values of machismo, athleticism, and enjoyment are judged in relation to various elements of competitive gaming so as to construct the notion of realness. Because the value of enjoyment allows non-traditional elements, it could be employed to diversify game designs and competition mechanics, thus expanding the community base and extending the notion of real e-sports to create a new style of e-sports.
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