Technology has brought about the advent of instantaneous and omnipresent means of communication, as well as revolutions in the way organizations communicate. This is evident in different organizations, particularly in the electronic sports (esports) sector, where video games have grown to become an industry with a solid organizational structure. This sector was born in a digital environment, with websites and social networks, particularly Twitter, now called X. In this context, two-way communication gains visibility and the dialogical principle of the dialogic loop is a path for providing to organizations the possibility of creating interaction with their audiences. Thus, the main objective of the research is to study the degree of adoption of the dialogic loop principle by the esports sector, namely on the websites and Twitter profiles. To carry out the study, a mixed quantitative and qualitative approach was chosen, with data being collected from the websites and Twitter profiles of ten Counter-Strike Global Offensive esports teams through an analysis grid. We conclude that, notwithstanding some indicators the dialogic loop principle are adopted, there is low implementation of the dialogical cycle principle, both on the website and on the Twitter profile page.

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Technology and Digital Dialogical Communication in Esports Organizations

  • Adriana Oliveira,
  • Rui Castanho,
  • Chané de Bruyn,
  • Rita Estrada,
  • Vítor Pereira

摘要

Technology has brought about the advent of instantaneous and omnipresent means of communication, as well as revolutions in the way organizations communicate. This is evident in different organizations, particularly in the electronic sports (esports) sector, where video games have grown to become an industry with a solid organizational structure. This sector was born in a digital environment, with websites and social networks, particularly Twitter, now called X. In this context, two-way communication gains visibility and the dialogical principle of the dialogic loop is a path for providing to organizations the possibility of creating interaction with their audiences. Thus, the main objective of the research is to study the degree of adoption of the dialogic loop principle by the esports sector, namely on the websites and Twitter profiles. To carry out the study, a mixed quantitative and qualitative approach was chosen, with data being collected from the websites and Twitter profiles of ten Counter-Strike Global Offensive esports teams through an analysis grid. We conclude that, notwithstanding some indicators the dialogic loop principle are adopted, there is low implementation of the dialogical cycle principle, both on the website and on the Twitter profile page.