Student Scholar Symposium Abstracts and Posters

Document Type


Publication Date

Fall 12-6-2017

Faculty Advisor(s)

Jocelyn Buckner


In a technologically growing society, a once quiet community is now rising to become one of the most broadcasted spectacles in the world. When one thinks of sports, one would think about a traditional sport such as football or basketball. Within the last twenty years a new sport has gained a tremendous amount of exposure and continues to grow to this day. eSports is a new genre of sports that focus around the professionalization of playing video games. Combine the rise of eSports with the advancement of technology and media and out comes a new form of immersive theatre. The growth of eSports expands across oceans, internationally appealing to various countries. It’s popularity began once live streaming on the internet became readily available to small organizations and companies. Its presence in the world caters to various fields such as business and marketing, but is especially important when considering its worth as a form of immersive theatre. In an era where the general masses want to see less traditional theatre and more spectacle in their entertainment, it’s important to view eSports as a valid area of theatre. Whether the spectators of eSports know it or not, the spectacle that eSports provides is a clear example of art and community, which is what theatre is. My project will explore the importance of eSports in our theatrical community as well as describe how it fits into immersive theatre. By comparing eSports to the spectacles of traditional sports, I will analyze how eSports has grown into one of the biggest forms of immersive theatre in the world today.


Presented at the Fall 2017 Student Research Day at Chapman University.