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DiGRA
Blizzard Entertainment decided to end the professional competitive league for Heroes of the Storm. The decision was announced with little warning.
Blizzard Entertainment's decision in December 2018 to end the professional competitive league for Heroes of the Storm (HotS), announced with little warning, forms the starting point for this DiGRA 2019 paper by Patrick Prax. The study examines how the commodified, marketing-driven production of esports interacts with esports as competitive sport and participatory community culture. Drawing on critical media studies, participatory culture theory, and political economy perspectives on immaterial labour and platform capitalism, the author frames the cancellation as a case that exposes tensions between corporate-produced esports and grassroots play.
The project rests on qualitative open-structure interviews. At the time of writing, the researcher had completed seven interviews of 90 to 180 minutes each with former and prospective professional players, team managers, casters, and board members of major European and North American amateur HotS leagues. The data were analysed through inductive and deductive thematic analysis, with attention to both the material and emotional consequences of the cancellation for participants.
Preliminary findings suggest that Blizzard's professional league served as a rallying point and aspirational model but also constrained the organic growth of HotS esports. Following the cancellation, a player-organized competitive league emerged from a collaboration of existing amateur leagues in Europe and North America. Although it cannot yet fund professional play, it provides semi-professional casting, streaming, and results tracking, which the author interprets as evidence that a community-driven political economy of esports may be viable and closer to the participatory traditions of analogue sport.
The paper also flags further lines of inquiry emerging from the data, including survivorship bias in narratives of professional success, the importance of community trust for game producers, and the extent to which professional players recognise, or fail to recognise, the precarity of their work. These preliminary observations are presented as work in progress rather than settled conclusions.
DiGRA · 2023