With rapid development in information and communication technology decentralization of work is enabled, which is playing a significant role in the global economy. Virtual organizations are similar to the traditional forms of companies in their outputs and inputs with their differences being on the value-adding process. According to Culo (2015), a virtual organization refers to a goal-oriented entity with multiple members residing in dispersed geographical locations, applies various technological media for coordination, and communication towards the fulfillment of the set task and objective.
Globalization is one of the main motivators in the creation of virtual organizations, especially as organizations work towards including global customers. More so, increased requirement of using a specialized type of skills, rapidly changing wants, the potential in quickly pooling resources, specialization on goods and services, and need to create excellent communities virtual organizations are becoming normality (Culo, 2015). Electronic sport (eSports) as a virtual organization is a type of sport in which the sport’s primary aspects (inputs and outputs) are enabled by human-computer interfaces (Salo, 2017). The common eSports game genres include sports games, racing, a multiplayer online battle arena, and fighting. In this globalization era, eSports are booming in which their tournaments are selling out full stadiums, with a particular gaming event attracting over 30 million internet and television spectators.
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The eSports project analyzes the two significant eras in the sporting activities identifying the virtual technologies enabling the activities and communication (Salo, 2017). This project works towards examining the pre-internet and the internet periods to show the development from the application of traditional computers in local activities to the multiplayer gaming in global real-time, web and TV broadcasting, offline and online tournaments, player rankings, careers, and incomes.
Additionally, the project analyzes the opportunities associated with eSports and the risks, as many youths are looking at the games as their dream jobs. Many eSports high profile players are making a lot of wealth through the games. According to Salo (2017), the top athletes get sponsorships rewards, salaries, and prize money exceeding even over two million USD. Risks in eSports include career turbulence, mental pressure, strenuous life habits, post-career dilemmas, premature retirement, and burnout (Salo, 2017). Nonetheless, neglecting other life areas, unconditional commitment to the sporting activities, which results in exhaustion, losing disappointment, and physical injuries are all risks associated with eSports.
E-Sports career progression is another part analyzed in the project that aims at helping coaches, athletes, and their stakeholders in minimizing the post-career problems, achieve long-lasting careers, ensure career progression and avoiding side effects in their work (Salo, 2017). Therefore, the eSports analyzes project gives a clear understanding of the virtual organization, motivations of their establishment, their functioning, risks, opportunities as well means of catering for some problems associated with the virtual entity.
References
Culo, K. (2015). Virtual organization–the future has already begun. Media, culture, and public relations , 7 (1), 35-42.
Salo, M. (2017). Career transitions of eSports Athletes: a proposal for a research framework. International Journal of Gaming and Computer-Mediated Simulations (IJGCMS) , 9 (2), 22-32.