Exploring esports as a platform to develop organizational teams: the case of Valorant
Brian McCauley
What the paper says
Purpose This study aims to explore the potential of a team-based esports game, Valorant, as a platform for developing individuals and teams in organizations. Design/methodology/approach This work represents an auto-netnographic exploration of a team-based esports title from a consumer perspective through extensive diaries recorded through the initial 10 weeks of play. Findings Three key themes are identified that illuminate the experience of entering a new team-based game experience. The results illustrate that at the core of Valorant is the team experience, which suggests potential for the game as a platform to develop teams and enhance relevant individual and team-based skills in organizational contexts. Organizational teams should benefit from the use of esports as a team development tool, but any such organizational initiative requires a structured approach. Virtual teams may benefit more than their co-located equivalents from the affordances of online team-based play. Originality/value This study is one of the few auto-netnographic explorations of a team-based game in esports. Valorant, as an increasingly popular game, remains underexplored in academic literature.
2 citations
Evidence weight
Balanced mode · F 0.40 / M 0.15 / V 0.05 / R 0.40
| F · citation impact | 0.25 × 0.4 = 0.10 |
| M · momentum | 0.55 × 0.15 = 0.08 |
| V · venue signal | 0.50 × 0.05 = 0.03 |
| R · text relevance † | 0.50 × 0.4 = 0.20 |
† Text relevance is estimated at 0.50 on the detail page — for your query’s actual relevance score, open this paper from a search result.