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DiGRA
Misja Esport is a weekly one-hour program covering professional eSports.
This paper examines Misja Esport, a Polish eSports program launched in October 2018 and broadcast simultaneously on Twitch.tv, Facebook, YouTube, Esportmania.pl, and Onet.pl, the country's largest web portal. The author argues that the show represents a distinctive form of multi-platform professional eSports coverage that sits between traditional sports broadcasting and eSports-native video podcast aesthetics. Its central claim is that the program appropriates established sports television conventions while attempting to foster new forms of active audience engagement, making it a useful reference point for understanding the broader globalization and commercialization of competitive gaming.
The program follows a weekly one-hour format and covers major tournaments such as the Intel Extreme Masters series, along with player transfers, gameplay strategy, shifts in title popularity, and predictions about the scene's future. Its notable features include a format adapted from the football show Misja futbol, high production values, and conventions inherited from Polish sports television, including a notable absence of women, a focus on mainstream topics, and limited audience interactivity. The author notes that these production values differ markedly from the prevailing video podcast style and raises the question of whether they constrain viewer participation.
Methodologically, the study draws on the British Cultural Studies tradition, particularly Paul du Gay's circuit of culture model, to structure a content analysis covering representation, identity, production and consumption, and distribution. Research questions address the program's visual and rhetorical codes in relation to tournament coverage, the modularity of its clips and how that shapes topic presentation, and how its TV-style aesthetics mediate interactivity across platforms.
The paper positions its contribution in two areas of game studies: extending theories of live sports coverage to a hybrid sports-and-eSports broadcast, and examining the commercialization of eSports through the program's content and visual rhetoric. By focusing on a well-funded, professionally produced format designed to reach a broad audience, the author suggests the case has relevance beyond the Polish market for debates on how eSports is mediated and professionalized internationally.
DiGRA · 2025