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ORIGINAL RESEARCH article
Front. Sports Act. Living
Sec. Sports Management, Marketing, and Economics
Volume 7 - 2025 | doi: 10.3389/fspor.2025.1539483
This article is part of the Research Topic Innovation, Technology and Sustainability in Sport Management and Education View all articles
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Objective: To identify the current challenges and barriers within the esports environment in the Central and East European countries and to explore the potential for collaboration between universities, particularly sports faculties, and the esports ecosystem. The research also aims to clarify the perceived roles of universities, including their research domains, within the context of esports.The research is based on a qualitative approach. Semi-structured interviews were used in the qualitative research to analyze attitudes toward the esports issues. The interviews were conducted with 18 stakeholders, the recordings were transcribed verbatim, coded and analyzed using the MAXQDA Analytics Pro software.The analysis led to the following findings: Universities can collaborate with esports teams, players, and other stakeholders to research and analyze players' physical state and performance, offering courses and certifications for coaches and managers of esports teams, where they would learn gaming skills and player's health and physical preparation. Moreover, universities can facilitate interaction between esports teams and experts in the field of nutrition, sleep etc., potentially leading to improved health and performance of players. Finally, universities can collaborate with esports associations to establish standards and licensing requirements for coaches, managers, and other professionals in the esports industry.The paper advocates collaboration between universities and esports organizations and encourages flexibility and innovation. Recommendations include establishing formalized training programs for players, coaches, managers and organizers, promoting esports within the university environment, fostering positive perceptions, and supporting university leagues.
Keywords: eSports, Stakeholder management, esports development, esports education, University, Central and Eastern Europe
Received: 04 Dec 2024; Accepted: 20 Mar 2025.
Copyright: © 2025 Hospodková, Šíma, Rogalewicz, Ledvina, Čubík and Opelík. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
* Correspondence:
Daniel Opelík, Department of Sport Management, Faculty of Physical Education and Sport, Charles University, Prague, 162 52, Prague, Czechia
Disclaimer: All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article or claim that may be made by its manufacturer is not guaranteed or endorsed by the publisher.
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