Gonzo, Faithfull ORCID: https://orcid.org/0000-0001-5514-1351, Callard, Ryan and Ressin, Malte
ORCID: https://orcid.org/0000-0002-8411-6793
(2025)
Breaking barriers: accessibility and inclusion in esports.
In: Breaking barriers: Accessibility and Inclusion in esports, 3-5 July 2025, University of Chester.
(Unpublished)
![]() |
Microsoft PowerPoint
Conference presentation-Esports barriers.pptx - Presentation Restricted to Repository staff only Download (8MB) |
Abstract
The esports industry is experiencing rapid growth, with projections reaching $1.9 billion by 2025 (Allal-Chérif et al., 2024). The global esports market is also anticipated to grow from USD 2.06 billion in 2024 to USD 9.29 billion by 2032 (fortunebusinessinsights). Esports has also gained traction in educational settings, with some universities incorporating it into their athletic departments. Despite this growth, diversity remains challenging, with people with disabilities underrepresented in professional esports. Implementing strategies that promote diversity, and inclusivity creates a welcoming environment for all students and employees. Promoting diversity makes esports more representative of its global audience and drives its evolution, allowing it to thrive as an innovative, inclusive, and respected industry. From the businesses’ perspective, a diverse and inclusive environment attracts more players, viewers, and supporters from underrepresented groups, thus increasing engagement. As the player base and audience diversify, companies can reach previously untapped markets, leading to potential revenue growth through ticket sales, merchandise, and streaming views. It can also tap into a wider range of talent, from players and content creators to team managers and developers. This access to diverse skill sets can enhance creativity and innovation, offering a competitive advantage. While larger esports businesses often have the resources and expertise to establish inclusive practices, smaller organisations lack these resources, making it difficult to prioritise diversity and inclusion initiatives. Therefore, this research focuses on small esports organisations. To gather data for this research a symposium will be held with esports small organisations, disability advocacy groups, esports technology companies, and players with disabilities. To collect the data focus discussions will be held at the symposium. Ultimately an Inclusivity Checklist for Esports Organisations will be developed and implemented. By providing practical, accessible tools and guidance, this checklist will support smaller esports businesses in building awareness, implementing inclusive practices, and creating networking opportunities.
Item Type: | Conference or Workshop Item (Paper) |
---|---|
Depositing User: | Faithfull Gonzo |
Date Deposited: | 16 Jul 2025 10:37 |
Last Modified: | 16 Jul 2025 10:37 |
URI: | https://repository.uwl.ac.uk/id/eprint/13876 | Sustainable Development Goals: | Goal 10: Reduced Inequalities |
Actions (login required)
![]() |
View Item |