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McCauley, Brian
Publications (10 of 39) Show all publications
McCauley, B. (2025). Exploring esports as a platform to develop organizational teams: the case of Valorant. Team Performance Management, 31(5-6), 276-289
Open this publication in new window or tab >>Exploring esports as a platform to develop organizational teams: the case of Valorant
2025 (English)In: Team Performance Management, ISSN 1352-7592, E-ISSN 1758-6860, Vol. 31, no 5-6, p. 276-289Article in journal (Refereed) Published
Abstract [en]

Purpose: This study aims to explore the potential of a team-based esports game, Valorant, as a platform for developing individuals and teams in organizations. Design/methodology/approach: This work represents an auto-netnographic exploration of a team-based esports title from a consumer perspective through extensive diaries recorded through the initial 10 weeks of play. Findings: Three key themes are identified that illuminate the experience of entering a new team-based game experience. The results illustrate that at the core of Valorant is the team experience, which suggests potential for the game as a platform to develop teams and enhance relevant individual and team-based skills in organizational contexts. Organizational teams should benefit from the use of esports as a team development tool, but any such organizational initiative requires a structured approach. Virtual teams may benefit more than their co-located equivalents from the affordances of online team-based play. Originality/value: This study is one of the few auto-netnographic explorations of a team-based game in esports. Valorant, as an increasingly popular game, remains underexplored in academic literature.

Place, publisher, year, edition, pages
Emerald Group Publishing Limited, 2025
Keywords
Digital teams, Virtual teams, Esports, Valorant, Auto-netnography, Synergy, Learning, Sustainability
National Category
Business Administration
Identifiers
urn:nbn:se:hj:diva-67743 (URN)10.1108/TPM-09-2024-0110 (DOI)001480400900001 ()2-s2.0-105003942467 (Scopus ID)HOA;;1016210 (Local ID)HOA;;1016210 (Archive number)HOA;;1016210 (OAI)
Available from: 2025-05-13 Created: 2025-05-13 Last updated: 2026-01-05Bibliographically approved
McCauley, B., Berndt, A., Helmefalk, M. & Hedlund, D. (2025). Innovation in the esports servicescape: a media business research agenda. Journal of Media Business Studies, 22(2), 87-117
Open this publication in new window or tab >>Innovation in the esports servicescape: a media business research agenda
2025 (English)In: Journal of Media Business Studies, ISSN 1652-2354, Vol. 22, no 2, p. 87-117Article in journal (Refereed) Published
Abstract [en]

Esports represent an increasingly influential and innovative component of the global media business landscape. The ever-evolving ecosystem of dynamic new media is driven by a heterogeneous array of stakeholders that co-create value in online and offline spaces, often described as servicescapes, where innovations are increasingly influential in diverse areas including entrepreneurial business models, media, sports, entertainment, culture, and consumer engagement. In this research, a semi-systematic literature review was undertaken focused on the intersection of the esports ecosystem, servicescapes and innovations. Four clear directions for future research, with questions specific to esports, servicescapes and media were identified. Scholars can utilise these findings to enhance understanding of innovation from the servicescape perspective, with relevance for scholars engaged in business, marketing, and media.

Place, publisher, year, edition, pages
Taylor & Francis, 2025
Keywords
Esports, innovation, ecosystems, servicescapes
National Category
Business Administration
Identifiers
urn:nbn:se:hj:diva-65832 (URN)10.1080/16522354.2024.2378392 (DOI)001276932800001 ()2-s2.0-85199767433 (Scopus ID)HOA;intsam;964951 (Local ID)HOA;intsam;964951 (Archive number)HOA;intsam;964951 (OAI)
Available from: 2024-08-12 Created: 2024-08-12 Last updated: 2025-10-13Bibliographically approved
Scholz, T. M., Hamari, J., Orme, S. & McCauley, B. (2025). Introduction to the Minitrack on Digitalization of Work. In: Hawaii International Conference on System Sciences 2025: . Paper presented at 58th Hawaii International Conference on System Sciences, HICSS 2025 Honolulu 7 January 2025 through 10 January 2025 (pp. 4767-4768). IEEE Computer Society
Open this publication in new window or tab >>Introduction to the Minitrack on Digitalization of Work
2025 (English)In: Hawaii International Conference on System Sciences 2025, IEEE Computer Society, 2025, p. 4767-4768Conference paper, Published paper (Other academic)
Abstract [en]

Introduction

The digitalization of work is a defining characteristic of our era, fundamentally reshaping the landscapeof employment, organizational structures, and the nature of work itself (Kniffin et al., 2021). This transformation, accelerated by recent global events and rapidtechnological advancements, has ushered in new paradigms that challenge our traditional understanding ofthe workplace (Schmid & Dowling, 2020). The digitalization of work, propelled by unprecedented technological advancements and societal shifts, demands acomprehensive reevaluation of traditional workplacestructures and roles, aiming to understand and utilizethe opportunities of this transformative era.

Place, publisher, year, edition, pages
IEEE Computer Society, 2025
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:hj:diva-67872 (URN)001443246900559 ()2-s2.0-105005200493 (Scopus ID)978-0-9981331-8-8 (ISBN)
Conference
58th Hawaii International Conference on System Sciences, HICSS 2025 Honolulu 7 January 2025 through 10 January 2025
Available from: 2025-05-27 Created: 2025-05-27 Last updated: 2025-10-13Bibliographically approved
McCauley, B. & Baker, B. J. (2024). Esports branding and marketing. In: S. E. Jenny, N. Besombes, T. Brock, A. C. Cote, T. M. Scholz (Ed.), Routledge Handbook of Esports: (pp. 338-347). Taylor and Francis
Open this publication in new window or tab >>Esports branding and marketing
2024 (English)In: Routledge Handbook of Esports / [ed] S. E. Jenny, N. Besombes, T. Brock, A. C. Cote, T. M. Scholz, Taylor and Francis , 2024, p. 338-347Chapter in book (Other academic)
Abstract [en]

This chapter examines the multifaceted realm of esports marketing and branding, analyzing the dynamic landscape, innovative strategies, and evolving consumer behaviors that influence the industry. The esports audience, branding within esports, team and player branding, publisher and game branding, tournament and event branding, destination branding, and the future of esports marketing and branding are all explored. Concepts are illustrated through industry examples. This chapter serves as a comprehensive resource for academics, practitioners, and enthusiasts seeking a deeper understanding of the complexities, intricacies, opportunities, and challenges of esports marketing and branding. Key highlights include: (1) esports represents a unique mix of sports, culture, and media that provides both opportunities and challenges for marketers within online platforms and offline spaces; (2) esports is digital, innovative, and drives change within the modern digital society as emerging phenomena such as the metaverse and artificial intelligence (AI) are intertwined within the growth of the context; (3) successful brands fully understand and engage with a marketer's central stakeholder, the audience (i.e., consumer), as they co-create value with brands through the consumption and creation of media; and (4) brands within esports are increasingly mainstream with moves into other areas of consumer culture.

Place, publisher, year, edition, pages
Taylor and Francis, 2024
Series
Routledge International Handbooks
National Category
Business Administration
Identifiers
urn:nbn:se:hj:diva-66748 (URN)10.4324/9781003410591-35 (DOI)2-s2.0-85210342848 (Scopus ID)9781032531502 (ISBN)9781003410591 (ISBN)
Available from: 2024-12-10 Created: 2024-12-10 Last updated: 2025-10-13Bibliographically approved
Scholz, T. M., Hamari, J., Orme, S. & McCauley, B. (2024). Introduction to the Minitrack on Digitalization of Work. In: Proceedings of the Annual Hawaii International Conference on System Sciences: . Paper presented at 57th Annual Hawaii International Conference on System Sciences, HICSS 2024 Honolulu 3 January 2024 through 6 January 2024 (pp. 5246-5247). IEEE Computer Society, 57
Open this publication in new window or tab >>Introduction to the Minitrack on Digitalization of Work
2024 (English)In: Proceedings of the Annual Hawaii International Conference on System Sciences, IEEE Computer Society , 2024, Vol. 57, p. 5246-5247Conference paper, Published paper (Refereed)
Abstract [en]

From the introduction: The relentless march of digitalization continues to redefine the landscape of work, embedding new paradigms such as digital labor, playbour, the gig economy, and the platform economy among others (Kniffin et al., 2021). These digital concepts are weaving themselves into the fabric of modern employment, spawning new professions and working conditions, thereby recalibrating our perspectives on what work entails in this digital epoch. Subtle yet profound changes such as 'quiet quitting' and 'quiet firing' echo the tectonic shifts unfurling within the working world.

Place, publisher, year, edition, pages
IEEE Computer Society, 2024
Series
Proceedings of the Annual Hawaii International Conference on System Sciences, ISSN 1530-1605, E-ISSN 2572-6862 ; 57
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:hj:diva-65940 (URN)001301787505027 ()2-s2.0-85199768133 (Scopus ID)978-0-9981331-7-1 (ISBN)
Conference
57th Annual Hawaii International Conference on System Sciences, HICSS 2024 Honolulu 3 January 2024 through 6 January 2024
Available from: 2024-08-14 Created: 2024-08-14 Last updated: 2026-01-20Bibliographically approved
Helmefalk, M., Berndt, A., McCauley, B., Borg, M. E. & Erlandsson, V. (2024). Organizing esports events. In: S. E. Jenny, N. Besombes, T. Brock, A. C. Cote, T. M. Scholz (Ed.), Routledge Handbook of Esports: (pp. 302-314). Taylor & Francis
Open this publication in new window or tab >>Organizing esports events
Show others...
2024 (English)In: Routledge Handbook of Esports / [ed] S. E. Jenny, N. Besombes, T. Brock, A. C. Cote, T. M. Scholz, Taylor & Francis, 2024, p. 302-314Chapter in book (Other academic)
Abstract [en]

The aim of this chapter is to provide a broad overview of the processes and stakeholders involved when organizing and managing a stand-alone (offline) esports event, tournament, or LAN. Through analyzing existing documents and having discussions with industry practitioners, this chapter presents a practical guide where the requirements and expectations of key stakeholders and the necessary considerations involved are discussed. The chapter covers a diverse range of factors when organizing esports tournaments and offers practical recommendations for those involved in planning and executing esports events. Key highlights include: (1) a practical how-to guide is presented, identifying the various aspects of organizing an esports event along with relevant stakeholder considerations; (2) a summary table is included that identifies opportunities and challenges when organizing esports events along with related stakeholders to engage; and (3) practical aspects of managing in-person esports events are presented. 

Place, publisher, year, edition, pages
Taylor & Francis, 2024
Series
Routledge International Handbooks
National Category
Business Administration
Identifiers
urn:nbn:se:hj:diva-66747 (URN)10.4324/9781003410591-32 (DOI)2-s2.0-85210349674 (Scopus ID)9781032531502 (ISBN)9781003410591 (ISBN)
Available from: 2024-12-10 Created: 2024-12-10 Last updated: 2025-10-13Bibliographically approved
McCauley, B. (2023). An Auto-netnographic Approach to Understanding Alternate Gaming Accounts: How Smurfing Impacts the Prosumer Experience in Counter-Strike:Global Offensive. Journal of Electronic Gaming and Esports, 1(1), Article ID jege.2023-0024.
Open this publication in new window or tab >>An Auto-netnographic Approach to Understanding Alternate Gaming Accounts: How Smurfing Impacts the Prosumer Experience in Counter-Strike:Global Offensive
2023 (English)In: Journal of Electronic Gaming and Esports, E-ISSN 2836-3523, Vol. 1, no 1, article id jege.2023-0024Article in journal (Refereed) Published
Abstract [en]

Esport-based game titles, such as Counter-Strike:Global Offensive, represent platforms where players simultaneously consume and produce content as prosumers. Through peer-to-peer presumption, these players co-create value between themselves to drive a range of emotional and social outcomes. Smurfing is the act of higher skilled players utilizing alternate game accounts to play with lower skilled players resulting in unbalanced competitive experiences. This study combines an auto-netnographic approach with interviews to provide novel insights on this pervasive phenomenon. Through combining perspectives of regular players and those who engage in smurfing, three key themes are identified. Smurfing is embedded within gaming platforms, driven by complex motivations, and framed as cheating according to perspective.

Place, publisher, year, edition, pages
Human Kinetics, 2023
Keywords
peer-to-peer prosumption, smurfs, netnography, esports
National Category
Business Administration
Identifiers
urn:nbn:se:hj:diva-66806 (URN)10.1123/jege.2023-0024 (DOI)
Available from: 2024-12-19 Created: 2024-12-19 Last updated: 2025-10-13Bibliographically approved
McCauley, B., Ehlers, A., Kopanidis, F. & Helmefalk, M. (2023). From Digital Subcultures to Destination Tourism: Profiling Attendees at Multi Genre Festivals. In: Tung X. Bui (Ed.), Proceedings of the 56th Hawaii International Conference on System Sciences: . Paper presented at 56th Annual Hawaii International Conference on System Sciences, January 3-6, 2023 (pp. 3974-3983). Honolulu: HICSS Conference Office, 56
Open this publication in new window or tab >>From Digital Subcultures to Destination Tourism: Profiling Attendees at Multi Genre Festivals
2023 (English)In: Proceedings of the 56th Hawaii International Conference on System Sciences / [ed] Tung X. Bui, Honolulu: HICSS Conference Office , 2023, Vol. 56, p. 3974-3983Conference paper, Published paper (Refereed)
Abstract [en]

The rise and connectivity of digital subcultures are increasingly influencing destination tourism. This study provides an understanding of a multi genre festival within the wider context of popular ‘geek’ culture and its increasing role in events and destination tourism. Through profiling the characteristics and experiences of visitors attending Nordsken, an annual festival in Northern Sweden, we profile segments and provide insights on attendees. Based on a survey of festival visitors, this study revealed five distinct clusters (Digital Gamer, Enthusiastic Nerd, Analogue Fan, Spectator & Follower and Creative Player) based on interests and activities. Experiences of the event were relatively similar for all clusters indicating that multi genre festivals can create memorable experiences for a broad audience with a variety of interests rooted in digital cultures. Through understanding and developing target audiences, regions can leverage multi genre festivals as platforms to enhance regional digitalization.  

Place, publisher, year, edition, pages
Honolulu: HICSS Conference Office, 2023
Series
Proceedings of the Annual Hawaii International Conference on System Sciences, E-ISSN 2572-6862
Keywords
destination tourism, events, geek culture, video games, festivals
National Category
Business Administration Computer and Information Sciences
Identifiers
urn:nbn:se:hj:diva-59399 (URN)001301786704004 ()2-s2.0-85152135743 (Scopus ID)978-0-9981331-6-4 (ISBN)
Conference
56th Annual Hawaii International Conference on System Sciences, January 3-6, 2023
Available from: 2023-01-18 Created: 2023-01-18 Last updated: 2026-01-20Bibliographically approved
Scholz, T. M., Hamari, J., Orme, S. & McCauley, B. (2023). Introduction to the Minitrack on Digitalization of Work. In: T. X. Bui (Ed.), Proceedings of the Annual Hawaii International Conference on System Sciences: 56th Annual Hawaii International Conference on System Sciences. Paper presented at 56th Annual Hawaii International Conference on System Sciences Virtual, Online 3 January 2023 through 6 January 2023 (pp. 4586-4587). IEEE Computer Society, 56
Open this publication in new window or tab >>Introduction to the Minitrack on Digitalization of Work
2023 (English)In: Proceedings of the Annual Hawaii International Conference on System Sciences: 56th Annual Hawaii International Conference on System Sciences / [ed] T. X. Bui, IEEE Computer Society , 2023, Vol. 56, p. 4586-4587Conference paper, Published paper (Other academic)
Place, publisher, year, edition, pages
IEEE Computer Society, 2023
Series
Proceedings of the Annual Hawaii International Conference on System Sciences, E-ISSN 2572-6862 ; 56
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:hj:diva-60164 (URN)001301786704076 ()2-s2.0-85152140186 (Scopus ID)978-0-9981331-6-4 (ISBN)
Conference
56th Annual Hawaii International Conference on System Sciences Virtual, Online 3 January 2023 through 6 January 2023
Available from: 2023-04-17 Created: 2023-04-17 Last updated: 2026-01-20Bibliographically approved
Cestino-Castilla, J., Macey, J. & McCauley, B. (2023). Legitimizing the game: how gamers' personal experiences shape the emergence of grassroots collective action in esports. Internet Research, 33(7), 111-132
Open this publication in new window or tab >>Legitimizing the game: how gamers' personal experiences shape the emergence of grassroots collective action in esports
2023 (English)In: Internet Research, ISSN 1066-2243, Vol. 33, no 7, p. 111-132Article in journal (Refereed) Published
Abstract [en]

Purpose: This paper studies early stages of actor mobilization for institutional change within Swedish esports. Design/methodology/approach: The authors employ interpretative phenomenological analysis. Findings: The authors’ findings explain how actors become motivated to act in critical reflections linked to conflicting legitimacy judgments and emotionally charged personal struggles. Moreover, the findings show how, as actors get activated in collective action, they identify efficacy lines around valid domains and experience emotionally charged collective endeavors. Furthermore, the findings explain how particularities in early experiences project legitimacy aspirations that orient collective action toward validity ends and particular values and ideals shaping actors' grassroots movements. Originality/value: This study adds to legitimacy and institutional change theory through individual actors' perspectives, providing key insights into how they are motivated, activated, and oriented. This study is the first to investigate grassroots activists' personal stories in esports.

Place, publisher, year, edition, pages
Emerald Group Publishing Limited, 2023
Keywords
Change agents, Collective action, Esports, Grassroots, Interpretative phenomenological analysis, Legitimacy, Mobilization, Personal experiences, Propriety judgments, Sweden, Validity
National Category
Business Administration
Identifiers
urn:nbn:se:hj:diva-60814 (URN)10.1108/INTR-05-2022-0347 (DOI)000995154300001 ()2-s2.0-85160086033 (Scopus ID)HOA;intsam;883932 (Local ID)HOA;intsam;883932 (Archive number)HOA;intsam;883932 (OAI)
Available from: 2023-06-07 Created: 2023-06-07 Last updated: 2025-10-13Bibliographically approved
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