Esports and the spectacularisation of events. The case of League of LegendsEsports y espectacularización de eventos. El caso League of legends doxa.comunicación | nº 38, pp. 333-357 | 333 January-June of 2024ISSN: 1696-019X / e-ISSN: 2386-3978How to cite this article: Martín Ramallal,P. and Jódar Marín, J. A. (2024). Esports and the spectacularisation of events. e case of League of Legends. Doxa Comunicación, 38, pp. 333-357.https://doi.org/10.31921/doxacom.n38a1955Pablo Martín Ramallal. Lecturer specialising in Social Sciences and Communication at the university level since 2010. He is the Head Professor and Degree Coordinator at Centro Universitario San Isidoro, aliated with the Universidad Pablo de Olavide, the rst private university centre in Andalusia with ANECA Audit Seal certication. At San Isidoro, he teaches subjects in Ocal Degrees in Communication and Digital Communication, covering diverse subjects such as Graphic Design, Digital Image Processing, Augmented Reality, Web Design and Vectorial Design. Moreover, he is a dissertation supervisor, overseeing nal degree projects and has been involved as an assessor in Final Degree Examination Boards since 2017. As a researcher, he has published articles indexed in indexes such as Scopus or JCR and has authored and co-authored several book chapters in prestigious publishing houses. He has participated in international conferences and led teaching innovation projects funded by the Junta de Andalucía. In addition, he is a reviewer for indexed journals in Scopus and JCR. His academic qualications include a PhD in Communication from universities in Cadiz, Seville and Malaga, where he was honoured with the Extraordinary Doctorate award.Centro Universitario San Isidoro de Sevilla, Spain[email protected]ORCID: 0000-0003-3055-7312Juan Ángel Jódar Marín. Senior Lecturer at the University of Granada. He is also the Academic Coordinator of the Degree in Audiovisual Communication at the UGR. He teaches in the Audiovisual Communication Degree and the Ocial Masters in New Interactive Media and Multimedia Journalism. He holds a PhD in Audiovisual Communication from the University of Seville, specialising in the Digitalisation of Audiovisual Media. He participates in funded projects such as Erasmus Project+ “Post-crisis Journalism in Post-crisis Libya: A Bottom-up Approach to the Development of a Cross-Media Journalism Master Program” (2019-2021) and in the R&D+i Project Transmedialización e hibridación de cción y no cción en la cultura mediática contemporánea (FICTRANS) (2021-2023). In addition, he has authored several research papers published in national and international indexed journals.University of Granada, Spain[email protected]ORCID: 0000-0003-0861-1124is content is published under Creative Commons Attribution Non-Commercial License. International License CC BY-NC 4.0Received: 19/04/2023 - Accepted: 11/10/2023 - Early access: 30/10/2023 - Published: 01/01/2024Recibido: 19/04/2023 - Aceptado: 11/10/2023 - En edición: 30/10/2023 - Publicado: 01/01/2024Abstract:Esports are a prominent cybercultural agent of postmodernity. What seemed to be an insignicant phenomenon may change the status quo of entertainment as new generations disengage from non-native digital broadcasting. is article focuses on the videogame League of Legends, analysing its spectacuralisation through the opening Resumen:Los esports son un agente cibercultural destacado de la postmoderni-dad. Lo que parecía un fenómeno intrascendente puede cambiar el sta-tus quo del entretenimiento pues las nuevas generaciones se desvinculan de la difusión no nativa digital. El artículo toma como objeto el video-juego League of Legends, analizando su espectacularización a través de

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334 | nº 38, pp. 333-357 | January-June of 2024Esports and the spectacularisation of events. The case of League of LegendsISSN: 1696-019X / e-ISSN: 2386-3978doxa.comunicación1. IntroductionVideo games have gained a widespread following that transcends the boundaries of age, gender, or social class. e rise in subscription-based gaming has boosted this popularity, the emergence of freemium video games such as Fortnite and the impact of the COVID-19 pandemic (Ke and Wagner, 2020), among others. ey have evolved signicantly, with the digital 2.0 era taking precedence over oine experiences (extradiegetic). It is a widespread and consolidated discourse that eclipses cinema and television in many aspects. Understanding contemporary society and specic social interactions would be impossible without considering video games, especially among young people. Video games have become a focal point for prominent inuencers such as Ibai Llanos, who co-owns the esports team club KOI. Spectacularisation is reshapìng sports as established as football, as shown by the King’s League promoted by Gerard Piqué (Tomás, 2023). e gaming industry is leading the way in entertainment and has a powerful cultural and narrative inuence (Martín-Núñez and Navarro-Remesal, 2021). ey serve as a catalyst for innovation and are a source of inspiration across various cultural industries (Martín-Ramallal and Micaletto-Belda, 2021) and even foster learning (Rodríguez-González and Del-Moral-Pérez, 2018).Since the rst consoles in homes, video games have become an essential entertainment hub and a gateway to consuming content on the Internet. e internet is a denitive wake-up call as it is the channel through which “new forms of interactive digital communication is disseminated, from videogames to communication on mobile devices” Scolari (2014: 74). e smartphone is a portal to any type of content and oers games as popular as Fortnite, allowing users to play anytime and anywhere they please. ceremonies of its world championships. Iconographic and semiotic patterns that characterise this industry and its appeal among young people are identied. Barthes and the 2.0 culture are used to carry out a discourse analysis supported by a focus group and a Likert questionnaire. e results show a discursive and meaning hybridisation between symbols and icons typical of videogame and young peoples’ narratives, propagability, a scenography in line with big shows and festivals, and a rewriting of mass sports. e ndings show an evolution towards controlled environments with cutting-edge immersive techniques. Transmediality increases in these performances. Elements such as music, and links to contents such as books and animation series become relevant, which implies a growth of the narrative universe. Loyalty was detected from leading brands, demonstrating the persuasive capacities of this type of event. Keywords:Esport; spectacularisation; semiotic analysis; inuencer; new generations; sponsorship.las ceremonias de apertura de sus campeonatos mundiales. Se identi-can patrones iconográcos y semióticos que caracterizan esta indus-tria y los atractivos entre los jóvenes. Se recurre a Barthes y a la cultura 2.0 para realizar un análisis del discurso apoyado en un focus group y un cuestionario Likert. Como resultados se observa una hibridación discursiva y de signicado entre símbolos e iconos propios del videojue-go y narrativas juveniles, la propagabilidad, una escenografía en línea con los grandes espectáculos y festivales, y una reescritura del deporte de masas. Las conclusiones aprecian una evolución hacia entornos con-trolados con técnicas inmersivas de vanguardia. La transmedialidad se incrementa en estas actuaciones. Cobran relevancia elementos como la música, los nexos con contenidos tales como libros y series de anima-ción, lo que implica un crecimiento del universo narrativo. Se detectó delidad por parte de marcas de primera línea, evidenciando las capa-cidades persuasivas de estos eventos.Palabras clave:Deporte electrónico; espectacularización; análisis semiótico; inuencer; nuevas generaciones; patrocinio.
doxa.comunicación | nº 38, pp. 333-357 | 335January-June of 2024Pablo Martín Ramallal and Juan Ángel Jódar MarínISSN: 1696-019X / e-ISSN: 2386-3978 Esports (electronic sports) are becoming a dening characteristic among new generations. eir distinctiveness and inuence are capturing the interest of the media and traditional sports industry. Esports have managed to engage young people, who have become increasingly challenging to reach. In connection to this, the president of Real Madrid asked “Why is it that 40% of young people between 16 and 24 do not have any interest in football?” (Martín-Ramallal and Merchán-Murillo, 2021). Given the circumstances, there is a push to implement gamication techniques to reach these audiences (González-Díez, Labarga-Adán and Pérez-Cuadrado, 2019). erefore, responding to their unique characteristics is essential as they cross the barrier from the virtual to the physical realm, establishing themselves as a prominent cybersocial actor.2. From the classic videogame to the origin of esportsVideo games are cultural products materialised in multimedia and interactive rule-dominated software that are supported by one or more hardware platforms with dierent narrative levels, created mainly to entertain and generate personal or multiplayer oine or online and/or 2.0 experiences. ese experiences (Murial, 2018) are hyper-diegetic narratives (Murial, 2018) that can have applications such as edutainment, medical therapies, marketing, or serius games, although in these cases some do not consider them as such because their mission is not to entertain (Calvo-Ferrer, 2018). In 1958 the rst sports simulator emerged, Tennis for Two, a ping pong game for visitors to Brookhaven National Laboratory (Eguía-Gómez, Contreras-Espinosa and Solano-Albajés, 2012). Two players playing against each other would be a distant precursor to esports, although it lacked many characteristics, including a commercial premise or media distribution (Mandiberg, 2021). e sector took a signicant leap forward with “Pong Madness” (Atari), which echoed Tennis for Two (Wolf, 2012; Egenfeldt, Smith, and Tosca, 2013), generating interest in esports. During the 1990s, video games experienced a golden age with the emergence of the “16-bit generation”, with examples such as Mega-Drive and Super-Famicom (Wolf, 2012). During this period, PCs played a signicant role. eir capabilities gave rise to a variety of themes. e compact disc revolutionised the way content was understood (Pérez-Arranz, 2004) due to its capacity, cost, and ability to be copied. Paradoxically, piracy contributed to video games becoming mass culture (Garas-Frías, 2010). Classic rst-person shooters (FPS), considered by some to be the origins of esports, emerged, evolving from 2D to 3D. Wolfenstein3D, DOOM, and Quake gained signicant recognition (Sanglard, 2019; Martín-Muñoz and Pedrero-Esteban, 2019).2.1. Present-day status of esports and their spectacularisationNowadays, online multiplayer video games form the core of esports when they come together as a mass spectacle (Martín-Muñoz and Pedrero-Esteban, 2021). ey recreate environments and situations where players can control objects and/or one or more characters through an avatar or rst-person perspective to achieve a specic objective(s) within predetermined rules (Martín-Ramallal and Merchán-Murillo, 2019). Semantically, they carry the prex e, which stands for electronic. ey are also known as professional games (pro-gaming) (Establés-Heras, Guerrero-Pico, and Contreras-Espinosa, 2019). It could be considered an umbrella term, which includes shows such as drone races. In this regard, Kin and Kin (2018:710) state that they, “have been recognised as a new type of esports since they involve digital communication technology”. ere is a mixed consensus as to what they are, some do not even consider them to be sports (Wahyuni, 2020). But, what is sport? For Tiedemann
336 | nº 38, pp. 333-357 | January-June of 2024Esports and the spectacularisation of events. The case of League of LegendsISSN: 1696-019X / e-ISSN: 2386-3978doxa.comunicación(2004), it is “an area of sporting activities where people develop and train mental or physical skills” to which Wagner (2006) adds that esports combine. “… the use of information and communication technologies”, thus incorporating a wide range of themes. ey are usually understood as multiplayer networked video game competitions broadcast on streaming platforms that may have a live audience. Hamari and Sjöblom (2017: 211) bring the concept up to date with ICT:Sport is where electronic systems facilitate the fundamental aspects of sport itself. e interaction between players and teams, as well as the output of the esports system, is mediated by computer interfaces. In practical terms, esports refers to video game competitions broadcast over the Internet. For Establés-Heras et al. (2019: 218), “ey were born out of modernity. In other words they are the product of globalisation, neoliberalism, aective social changes, and the ubiquitous proliferation of ICTs”. eir origins date back to the reinvention of arcades, the emergence of the Internet, and the expansion of LAN parties and Internet cafes. e inclusion of online video games demonstrates the elements that pave the way for esports. Quake (1996) is the rst game that centres on competition with these characteristics (Chanson, 2017: 18). Nevertheless, its particularities have undergone changes and developments over time. e rst one is the competitive nature between humans and a tangible prize for the winner(s). Fairness is paramount, skills matter more than accumulated resources and bonuses (such as weapons, boosters, shields, etc). Clear rules outline penalties for unsportsmanlike behaviour such as cheating (Holden, Rodenberg, and Kaburakis, 2017; Irwin and Naweed, 2020) and need to be streamed via platforms such as Twitch, or Facebook Games. Broadcasting takes on 2.0 traits, such as commenting, rating, or liking something. For Antón (2018: 459), “ they have become a new form of entertainment that oers an alternative form of video game consumption”. Carillo-Vera (2016), understands that the broadcasting of visual content inuences how information about a sporting event is presented. In this context, various elements outside the sport are incorporated to enhance the entertainment value for the audience. For instance, these include pre-game discussions, context-providing reports, and post-event analyses, among other resources related to the sporting event. ese strategies are adapted for esports, which are tailored to the type of video game and digital platform. To this extent, esports events often experience a spectacularisation eect, which this study understands as a tendency to present or represent something exaggeratedly and oversized to capture the audience’s attention and generate interest, for which it uses media and techniques from various disciplines. is eect tends to distort reality through fantasy to evoke emotional responses from viewers.Esports come in various types and scopes, ranging from amateur leagues at national and international levels. Esports teams are usually comprised of players hired by companies (Establés-Heras et al., 2019), who occasionally vie for million-dollar prizes in world championships. Competitions are typically organised into annual leagues. e Intel-sponsored ESL (Electronic Sports League) is the most popular, which promotes games like Call of Duty, LoL, Starcraft II, Counter-Strike, and FIFA. Another alternative is the cups, which usually last for one day. It should be noted that the Intel Extreme Masters (IEM) is an ESL competition in its own right. It is common for top video games to be PC and/or game console-compatible. It is usual for the top games to be compatible with both PCs and game consoles, as they are online-oriented, increasing their potential fan base. Clash Royale deviates from this norm, since it is designed specically for mobile devices (Martín-Muñoz and Pedrero-Esteban, 2019: 89). When a person buys
doxa.comunicación | nº 38, pp. 333-357 | 337January-June of 2024Pablo Martín Ramallal and Juan Ángel Jódar MarínISSN: 1696-019X / e-ISSN: 2386-3978 the game and subscribes to its platform it can be likened to joining a federation, which involves dierent levels of engagement that can sometimes lead to professional status (Taylor, 2012b; Establés-Heras et al., 2019). France, through Decree N°2017- 872, which concerns professional esports players, and Decree N° 2017-871 2017, already cover this situation. It is worth noting who the publishers or publishing houses are (Peng et al., 2020). ey are part of the developers’ network and their position often leads to accusations of monopolistic behaviour and abuse of power (Miro, 2018; Arin, 2020). Prominent among them are Sony Entertainment, Electronic Arts, and Ubisoft. It is also worth mentioning e League of Professional Videogames (LPV), which is dedicated to organising and promoting competitions, such as LoL tournaments, promoted by Riot Games. Likewise, platforms such as Epic Games, Uplay, Microsoft Xbox, Nintendo, and Sony Playstation promote activities to gain subscribers and widen their fanbase. 2.2. LoL, a brief description of the phenomenon.Set in the magical world of Runaterra, League of Legends (hereafter, LoL) is a videogame released by Riot Games (2009), and is the leading MOBA today (multiplayer online battle arena) (Mora-Cantallops and Sicilia, 2016; Taylor, 2012b; Establés-Heras et al., 2019). It is initially inspired by the Warcraft III map, Defense of the Ancients: Allstars. e game consists of a battle with complex mechanics and rules, lasting between 15-50 minutes. e teams (usually composed of ve players) must destroy an opponent’s structure known as the Nexus. is generally involves taking out the opponents’ turrets and inhibitors in a lane. e players’ avatars, known as champions, have unique traits that they can enhance throughout the game using gold earned in various ways, such as by defeating opponents. e participants are divided into seven ranks (ladders), from the lowest, iron, to the highest, master +.Every day, millions of users worldwide enjoy the video game, and its world championships reach over 200 million viewers, establishing LoL as a cultural phenomenon. From an isometric perspective, games can be viewed on streaming platforms, fundamental for the success and conception of esports. e world championships, known as Worlds, are held annually in dierent countries, featuring an opening ceremony that lasts an average of 15 minutes. e tipping point that enhanced the reputation and fame of video gaming took place in October 2018 in South Korea, one of esports’ hotspots (Pyun et al., 2023). e event was an explosion given its signicance and reach. e Seoul stadium hosted 40,000 fans in a groundbreaking event watched by 90 million viewers, with up to 200 million simultaneous followers during the nal.LoL has emerged as one of the most inuential video games in history and its signicance can be attributed to several aspects. First, it revolutionises the way digital entertainment is consumed, combining strategic skills and mechanics in a competitive virtual environment. At its peak, the game boasted over 100 million monthly players (Collis, 2021), and it has become a cultural phenomenon that transcends spatial and generational boundaries. What’s more, its size has played a crucial role in its expansion. e game has established an international competitive ecosystem, with numerous tournaments and professional leagues that attract players and spectators alike. e League of Legends (LCS) in North America, e European League of Legends (LEC) in Europe, and various regional leagues across Asia, Latin America, and other regions have boosted competition to unprecedented levels. ese streamed events have converted players into electronic athletes with professional careers and
338 | nº 38, pp. 333-357 | January-June of 2024Esports and the spectacularisation of events. The case of League of LegendsISSN: 1696-019X / e-ISSN: 2386-3978doxa.comunicaciónhigh nancial returns in a seemingly unexpected environment, some of whom have gained star status. Streaming has had such a profound impact on sports that it has inuenced popular culture and society as a whole. Traditional sports, such as football, are beginning to imitate esports’ techniques in response to this threat. LoL’s iconic characters, generationally rich narrative, and distinctive visual art have inspired fan art, cosplay, literature, and music, converting it into a source of global creative inspiration. e phenomenon’s international community has fostered social connections, encouraging fandom and communication through online forums, social networks, and live events. is sense of belonging and camaraderie has solidied LoL as an unparalleled cultural entity with unique implications derived from its transmedia universe (Bárcenas-Curtis, Lemus-Pool and Gobernatore-Moreno, 2019). Figure 1. LoL opening ceremony Worlds 2018Cada día disfrutan del videojuego millones de usuarios y los mundiales alcanzan grandes audiencias superiores a los 200 millones de espectadores, lo que lo convierte a LoL un fenómeno cultural. Con perspectiva isométrica, dispone de la posibilidad de visionar las partidas en plataformas de streaming, algo fundamental para el éxito y concepción de un esports. Los mundiales se denominan Worlds y se celebran anualmente en diferentes países. La duración promedio de la ceremonia de apertura es de unos 15 minutos. El punto de inflexión reputacional que impulsó la fama del videojuego se produjo en octubre de 2018 en Corea del Sur, uno de los puntos neurálgicos de los esports (Pyun et al., 2023). Supuso una explosión dada la trascendencia y difusión del acto. El estadio de Seúl reunió a 40.000 fans en un hito seguido por 90 millones de espectadores y con unas audiencias en la final de hasta 200 millones de seguidores simultáneos. LoL ha emergido como uno de los videojuegos más influyentes de la historia. Su importancia radica en diversos aspectos. En primer lugar, revoluciona la manera en que se consume entretenimiento digital, fusionando habilidades estratégicas y mecánicas en un ambiente virtual competitivo. Con más de 100 millones de jugadores mensuales en su apogeo (Collis, 2021), se ha convertido en un fenómeno cultural que trasciende barreras espaciales y generacionales. Su dimensión ha sido un factor determinante en su expansión. El juego ha establecido un ecosistema competitivo internacional, con multitud de torneos y ligas profesionales que atraen a jugadores y espectadores por igual. La Liga de Leyendas (LCS) en América del Norte, la Liga Europea de Leyendas (LEC) en Europa, y diversas ligas regionales por Asia, América Latina y otras regiones, han impulsado la competición a niveles inéditos. Estos eventos, transmitidos en streaming, han transformado a los jugadores en atletas electrónicos, con carreras profesionales y grandes réditos económicos en un entorno, a priori, inesperado. Algunos alcanzan la categoría de estrellas. Su impacto es tal streaming en el ámbito deportivo, que ha influido en la cultura popular y en la sociedad en general. Deportes tradicionales como el fútbol comienzan a imitar sus técnicas ante la amenaza. Los personajes icónicos, la narrativa rica en referencias generacionales y el arte visual distintivo de LoL han inspirado fanart, cosplay, literatura y música, convirtiéndose en una fuente de inspiración creativa global. La comunidad mundial del fenómeno ha creado una conexión social, fomentando el fandom y la comunicación a través de foros en línea, redes sociales y eventos presenciales. Este sentido de pertenencia y camaradería contribuye a consolidar a posicionar LoL como un ente cultural sin precedentes con implicaciones únicas derivadas de su universo transmedia (Bárcenas-Curtis, Lemus-Pool y Gobernatore-Moreno, 2019). Figura 1. Apertura de LoL Worlds 2018 Fuente: canal oficial de LoL (2018) Source: LoL ocial channel (2018)3. Methodologye main aim of this article is to emphasise the iconographically and semiotically distinct characteristics of esports, which combine cyberculture and sports. is objective is achieved through an in-depth examination of the discourse, focusing on a representative example of how video games have become emblematic spectacles. Consequently, the main objective of this article is to highlight the unique iconographic and semiotic characteristics of esports as cybercultural and sporting events. It seeks to achieve this through a discourse analysis focusing on an emblematic case of spectacular videogame spectacularisation. To achieve this purpose, the following specic objectives have been set out: To understand esports appeal to young people. is will be done through an iconographic and semiotic analysis of the ope-ning ceremonies of the League of Legends (LoL) world championships. e aim is to identify the particularities that explain the success of the spectacularisation phenomenon, which goes beyond the sporting or competitive component. To dene the characteristics that dene esports as spectacles, so that these qualities can be replicated in their specic and other contexts. It is acknowledged that these events have a signicant rhetorical-persuasive component that makes them
doxa.comunicación | nº 38, pp. 333-357 | 339January-June of 2024Pablo Martín Ramallal and Juan Ángel Jódar MarínISSN: 1696-019X / e-ISSN: 2386-3978 attractive, especially for a young audience. It is important to note that while this article focuses on the spectacular aspects, it consciously references the sports sphere framed within esports, thus oering a more comprehensive view of the phenomenon. 3.1. Methodological approach Video games, esports, and academia have long been interconnected, forming close connections as a eld of study of growing relevance. LoL is a recurring material object when addressing esports (Martín-Muñoz and Pedrero-Esteban, 2019; Rodríguez-González and Del-Moral-Pérez, 2018), as well as its relationship with spectators (Zyza, 2022). is article is framed within game studies (Stenros and Kultima, 2018), adopting a qualitative and quantitative nature (Hernández-Sampieri, 2018), but without statistical intent, using a descriptive explanatory focus (Yin, 2017). It brings the study of iconographic and spectacularising elements as a novelty to the study, aspects of the cybercultural entity, e study uses an inductive approach as general contributions are extracted from an object considered referential and paradigmatic. Connotative aspects are studied within an iconic approach, using content and discourse analysis based on Barthes’ ideas, which are universally applicable and valid in the digital world. e items analysed are image, pose, synthesis, trickery, and iconicity. e study provides a perspective on composition connotation, allowing us to observe technical parameters that convey meaning, which converge with proxemics, kinesics, and scenography. In addition, technical parameters are observed that contribute to a holistic understanding of esports’ event spectacularisation. By hybridising these approaches, a study is carried out on scenography and audience, players-champions and teams, sound and music, production and special eects (VFX), brand identity, the 2021 Worldcup, and the gala presenter. e ocial videos of the LoL world championship and its transmedia universe (Alberich-Pascual and Gómez-Pérez, 2017) were used as a basis for this study. e World Cup opening ceremonies from 2018 to 2022 were interpreted. Moreover, two tables describing parameters are included to optimise decoding and the understanding of the study. e nal phase is contrasted by convening a focus group (FG), which involves a carefully planned and designed dialogue to inform and understand a pre-constituted area of interest in a permissive, non-directive environment (Krueger, 1991; Silverman, 2015). In this way, the frictions of the case study are eliminated (Beiske, 2007). e authors collaborated with seven players and LoL fans and moderated discussions with them. eir insight allows us to elicit common and individual issues, knowledge, habits, and emotions evoked by esports. e discussion provided unforeseen data by not following a closed structure, thus enriching the experience shown in the results phase. A questionnaire based on the Likert scale was used to support the qualitative instrument. In this context, it made it possible to quantify the participants’ responses, thus adding a numerical dimension to the study.is has allowed for the identication of trends and patterns in the responses, which in turn validates and supports the conclusions drawn from the hermeneutic process. e scale was designed according to ve levels, thus striking a balance between sensitivity and simplicity, making it an eective tool for gathering relevant and easy to analyse information. e form (see Table 2) served as a semi-structured script for the group interview, as it was answered using Google Forms once the discussion was over. e data were processed with Microsoft Excel software according to the variables and formulas of the Likert system (Leung, 2011). is approach is justied given the limitations associated with the use of a focus group including
340 | nº 38, pp. 333-357 | January-June of 2024Esports and the spectacularisation of events. The case of League of LegendsISSN: 1696-019X / e-ISSN: 2386-3978doxa.comunicaciónpossible biases due to group dynamics, the diculty of obtaining deeply individualised opinions, and the need to carefully manage interactions between participants. Quantication and the contrasting criteria of the authors’ hermeneutics minimise this casuistry. e FG consists of 5 men and 2 women whose ages range from 20 to 23, who are LoL players and are familiar with the world championship opening ceremonies. Participants t the parameters that dene Generation Z (Martín-Ramallal and Micaletto-Belda, 2021) but take on the role of experts, so the authors took their predisposition toward the subject into account. ey are undergraduates and graduates in Communication and Digital Communication, so they have mastered the related concepts. e test took place in December 2022, lasted 150 minutes, and was accompanied by a research presentation and videos of the opening ceremonies (LoL, 2018; 2019; 2020; 2021; 2022) and its highlights. A presentation is followed by the completion of a form, which serves as the semi-structured script of 25 questions that have been validated by communication professionals and academics (Figure 2). Figure 2. Stages of the focus groupceremonias de apertura de mundial desde 2018 a 2022. Hay presente dos tablas describiendo parámetros con el fin de optimizar la decodificación y la compresión del estudio. La fase final se contrasta convocando un focus group (FG) que supone un diálogo planificado minuciosamente y diseñado cuya finalidad es informar y conocer un área de interés previamente constituida desde un ambiente permisivo no directivo (Krueger, 1991; Silverman, 2015). De tal forma, se eliminan las fricciones de los estudios de caso (Beiske, 2007). Se colabora con siete jugadores y fans de LoL moderados por los autores. Su visión permite sacar a colación cuestiones, conocimientos, hábitos y emociones comunes e individuales relativas a los esports. La discusión proporcionó datos imprevistos al no seguir una estructura cerrada enriqueciendo la experiencia, los cuales se expresan en la fase de resultados. Para dar respaldo a instrumento cualitativo, se recurrió a un cuestionario basado en la escala Likert que, en este contexto, permitió cuantificar las respuestas de los participantes, añadiendo así una dimensión numérica. Esto ha permitido identificar tendencias y patrones en las respuestas, lo que a su vez redunda en la validación y respaldo de las conclusiones obtenidas del proceso hermenéutico. Dicha escala se diseñó conforme a cinco niveles, pues así se logra un equilibrio entre sensibilidad y simplicidad, haciendo que sea una herramienta efectiva para recopilar información pertinente y simple de analizar. Se ha de indicar que el formulario utilizado (véase Tabla 2) sirvió como guion semiestructurado de la entrevista grupal, pues el mismo se respondió mediante Google Forms una vez acabado el debate. Los datos fueron tratados con el software Microsoft Excel conforme a las variables y fórmulas propias del sistema Likert (Leung, 2011). Este proceder se justifica dado que las limitaciones asociadas al empleo de un grupo focal incluyen posibles sesgos debido a la dinámica de grupo, la dificultad para obtener opiniones profundamente individualizadas y la necesidad de gestionar cuidadosamente las interacciones entre participantes. La cuantificación, y el criterio contrastado de los autores propios de la hermenéutica minimiza esta casuística. El perfil de los miembros del FG consiste en 5 chicos y 2 chicas cuyas edades comprenden los 20 a 23 años, son jugadores de LoL y que conocen las ceremonias de apertura del campeonato mundial. Encajan con los parámetros que definen a la generación z (Martín-Ramallal y Micaletto-Belda, 2021) pero asumiendo el papel de expertos, por lo que los autores contemplan su predisposición hacia el asunto. Cursan estudios universitarios en Comunicación y en Comunicación Digital por lo que dominan los conceptos. La prueba tuvo lugar en diciembre de 2022, duró 150 minutos y se acompañó de una presentación de investigación y los vídeos de las ceremonias (LoL, 2018; 2019; 2020; 2021; 2022) junto con aquellos de los momentos más significativos. Se realiza una presentación para seguidamente rellenar un formulario sirviendo este posteriormente como un guion semiestructurado de 25 preguntas el cual ha sido validado por profesionales y académicos en Comunicación (Figura 2). Figura 2. Estadios del focus group Source: created by the authors (2023)To process the ve-level Likert data (Leung, 2011) means were calculated by assigning numerical values to the responses from 1 to 5, 1 corresponding to “Strongly disagree” and 5 to “Strongly agree”. en the average of these responses was determined to obtain the overall mean. An answer lower than 3.5 was considered decient as this model requires correction since there tends to be an upward trend, especially when the participants have favourable ties to the subject matter, as in this case. Since the averages provide an overview of the responses, context, and qualitative interpretations were considered through content analysis and pre-constituted discourse analysis.3.2. Esports, an object of visual and iconographic analysisEsports and their scenography are referents for the codes of digital society, mixing classic and postmodern narratives. e player is a redenition of the hero, and team iconography is reshaped, resulting in a reworking of mass sport with elements from cyberculture, video game items, and socialisation 2.0. ey can also be viewed through iconographic patterns adapted to the current connected world. In this part of the methodology, the elements of the iconographic approach are briey outlined. Firstly, the primary persuasive channel is through the static or dynamic image. It serves as a metaphor for reality and the ideas and concepts conveyed. It is a reliable reection of a given moment, typically perceived unequivocally. Barthes (1986: 13-14)
doxa.comunicación | nº 38, pp. 333-357 | 341January-June of 2024Pablo Martín Ramallal and Juan Ángel Jódar MarínISSN: 1696-019X / e-ISSN: 2386-3978 goes further and states that it is “language without code”. Understanding the image-connotation relationship (Galindo et al., 2014), frames are chosen to capture a time-lapse, selecting a shot and a composition (Castillo, 2012). e personal touch is inalienable, just as much as the presence of a certain objectivity. e last stage is postproduction, where a more signicant iconic symbolism can be incorporated (Aparici, 2009). Synthesis encompasses two aspects, on the one hand, it relates to the place that something occupies within the space. On the other hand, Barthes’ idea (1986), where the actual image is a unit or element of a sequence. Another syntactic foundation is the image-text relationship. When acting on its own, an image has a more unambiguous meaning, but when placed in relation to others, it changes the message (Costa, 2003). is symbiosis reinforces what is intended to be conveyed. We apply this logic to the visual identity and branding of esports. Faces have several areas, each conveying unitary messages on its own, although we will decipher them collectively. Esports players embody archetypes and, understanding their intentions allows them to adapt to the environment. e pose includes complicated strategies such as non-verbal communication, which in the case of esports can be gallantry, strength, bravery, surprise, and emotion. For Barthes (1986: 18) “there is a reservoir of stereotypical attitudes that constitute established elements of meaning”. Non-verbal communication incorporates resources that help to convey messages with a given purpose. Gestures, environment, and clothing dene them and can have a given explicit symbology, as in the case of esports. Inuenced by culture and experiences, the audience interprets the message beyond its obvious meaning.In esports, the stadium and scenography convey an idea. Marketing capitalises on this using clichés, common places, lifestyles, and prescribers, imbuing events with values that resonate with the target audience. at’s why esports is becoming more sophisticated.Finally, there is trickery, production, post-production, and intentional manipulation to alter meaning. All promotional images are manipulated with specic intentions (Ramos-Hilaguera and Martínez-Guirao, 2016: 73-74). ey enhance traits without appearing unreal, assigning them rhetorical power by using presumed denotation to convey subtle messages. CGIs (computer-generated imagery) and holography create impossible or unreal elements. 4. Results4.1. Audience and Scenography StudyFrom the perspective of esports scenography, a key feature stands out: the staging is designed to be visually engaging from multiple angles, avoiding a central focus. is approach is reinforced by large screens that provide a comprehensive view of the event from any location. In the 2022 edition, a notable innovation was a wide curvature, creating a circular structure that intensied the audience’s immersion. Furthermore, this setup also functions as a multimedia backdrop, featuring players and kicking o the show. In recent editions, the oor has gained prominence by being highly reective and acting as an extension of the screen, enhancing the sense of immersion and the perception of the esports stage. e displays combine real images with cinematic scenes taken from the video game, from the transmedia universe, or created specically for the event, enhancing the storyline immersion and sensory experience. e championships typically begin with a countdown. In the 2018 edition, CGIs of female singers from the saga were showcased, highlighting the growing importance
342 | nº 38, pp. 333-357 | January-June of 2024Esports and the spectacularisation of events. The case of League of LegendsISSN: 1696-019X / e-ISSN: 2386-3978doxa.comunicaciónof women in the video game world. Screens play a crucial role in presenting the champions, featuring background montages of the participants in a style reminiscent of the battle royal in Hunger Games (Ross,2012). Fire, posing, staring into innity, slow motion, and other iconographic eects are inspired by these narratives intrinsic to youth. Rhetorical devices of this nature are relevant since they comprise elements of the new generation’s imaginary. It is noteworthy that at Worlds 2022, the beginning was longer but austere, a dynamic that would be repeated in dierent aspects of the gala.Elements from the videogame and the synthesis of LoL inspire the actual environments. e ceremonies are held in large, modern auditoriums featuring props based on the world of Runeterra. Moving parts can partition areas to divide performance areas, such as for bands or teams. Internal and external movement serves as a persuasive audiovisual tool, constantly capturing the audience’s attention through LoL set designs. e spatial iconography, or commonplace, is a mixture of fantasy, dystopian future, Victorian era, modern underground urban, Far Eastern, and science ction motifs to name a few. Other resources such as smoke (including virtual smoke), reworks, synchronised lighting, or lasers are commonly used. e audience actively participates and is given luminescent merchandise and materials to enhance their engagement in the show and choreographies. e scenography and audiovisual editing blend the Super Bowl nal (U.S.A) style, hybridising them with other iconographies such as oriental themes and the videogame itself, as shown by using traditional Japanese taiko drums. During these events, images from previous galas, games, the winners, and the audience are commonly displayed, accompanied by epic music reminiscent of festivals like Tomorrowland. e trophy is an important icon. Its presentation is always grandiose, often accompanied by spectacular eects such as CGIs or urns that open to reveal the coveted prize. It is common for it to be placed in the middle of the music group while they dance and sing around it. An illustration of the impact of esports is the 2019 trophy, which was presented in a Louis Vuitton suitcase. e luxury brand continued collaborating in subsequent editions and brought out a separate collection, designed by Nicolas Ghesquiére, rejuvenating the prestigious brand. e audience plays a vital role. For them to participate actively, they are provided with elements like glow-in-the-dark bracelets and cylindrical balloons screen-printed with LoL iconography. e audience interacts with the artists and players like in musical events, enhancing the audiovisual appeal. e dimmed lights and active engagement result in a captivating ambience. is sense of connection extends to those attending the events and the streaming audience, who yearns to participate in person despite the comfort of watching from home (Kim and Kim, 2018). Starting the show at sunset generates a psychological connection, transitioning viewers from the real to the ctional world, especially for those in the broadcast’s time zone.
doxa.comunicación | nº 38, pp. 333-357 | 343January-June of 2024Pablo Martín Ramallal and Juan Ángel Jódar MarínISSN: 1696-019X / e-ISSN: 2386-3978 Figure 3. Worlds 2019ganadores y del público acompañados de música épica, en sintonía con los festivales de mo podría ser TomorrowLand. El trofeo es un icono importante. Su presentación es siempre grandiosa, acompañada de recursos espectaculares como CGIs o urnas que se abren para mostrar el anhelado premio. Es común que se sitúe en medio del grupo musical mientras baila y canta a su alrededor. Un ejemplo de la penetración de los esports será el trofeo de 2019. Estaba inserto en una maleta de Louis Vuitton. La firma de lujo continuó su colaboración diversas ediciones y sacó una colección spin off, diseñada por Nicolas Ghesquiére. Estos nexos rejuvenecieron a la elitista marca. El público es un elemento vital. Para que este sea parte proactiva se le dota de elementos como pulseras luminosas y globos cilíndricos serigrafiados con la iconografía de LoL. El auditorio interactúa con los artistas y jugadores al igual que en eventos musicales, lo que posee atractivo audiovisual. Con la luz a oscuras el resultado es llamativo y seductor. La complicidad crea lazos en los propios eventos físicos, así como con el público que lo visiona en streaming, el cual anhela participar presencial pese al bienestar que le reporta la telepresencia (Kim y Kim, 2018). El hecho de que los espectáculos comienzan al ocaso genera vínculos psicológicos con un cambio de situación, de lo real a lo ficcional, al menos entre los que coinciden con el huso horario de la retransmisión. Figura 3. Worlds 2019 Fuente: canal oficial de LoL (2019) 4.2. Jugadores-campeones y equipos Los jugadores son mayoritariamente jóvenes varones con perfiles multiétnicos dada su procedencia internacional y la globalización audiovisual de LoL. Esto convierte el acto en un fenómeno con un potencial para su retransmisión global. Las indumentarias son deportivas personalizadas por marcas, algo propio del deporte profesional del cual copia muchos recursos de producción audiovisual. Tanto realización como el jugador del esports son conscientes de esta fuerza expresiva. Cada participante dispondrá de un alias que se convierte en su identificación tanto en el mundo real como en el virtual. Incluso los entrenadores pueden ser presentados, destacando así la profesionalización y la relevancia del evento en su conjunto. Portan chándales con logomarcas de los equipos y de las marcas patrocinadoras, los cuales se pueden ver fácilmente en los planos. Suelen lucir un pelo bien peinado y cuidado con estilos típicos de la juventud, portando una simbología ciertamente explícita. Los logotipos es algo característico de los esports pues son una reinterpretación del blasón desde las ópticas de la modernidad globalizada y del videojuego. Desprende la procedencia de los jugadores o el mensaje que tratan de transmitir. Source: ocial LoL channel (2019)4.2. Player-champions and teamse players are mainly young men with diverse ethnic backgrounds due to the international nature and the audiovisual global reach of LoL, making the event a phenomenon with global broadcasting potential. Players wear customised sportswear provided by brands, similar to professional sports players from which it borrows many audiovisual production elements. Both the production team and the esports players are aware of the impact of this visual expression.Each participant has an alias that becomes their identication in the real and virtual worlds. Even coaches are introduced- highlighting the overall professionalisation and relevance of the event. ey wear team-branded tracksuits featuring sponsor logos, which are visible in the shots. eir hair is usually neatly combed and groomed and reects youthful styles, carrying explicit symbolism. e logos are characteristic of esports, reinterpreting traditional coat of arms from the perspective of globalised modernity and videogames, conveying players’ origins or the message they are attempting to transmit. As such, gamers are a fundamental pillar. In the case of LoL, the gamers embody an ethnographic prole specic to each region. e fact that they are in the nals is an opportunity to showcase that they are in tune with new fashion trends or hairstyles. While they are selected for their skills and not their physical appearance, it enhances the connotative eectiveness of the ceremonies. eir physical appearance reects that of ordinary young people, sharing the new generations’ concerns and distinctive traits. is relatable appearance allows them to connect with fans more intimately, authentically, and seriously, strengthening their bonds with followers, which has not been seen in other sports, such as professional football. Moreover, they often discuss issues typical of Generation Z on their social media platforms (Madden, 2017).e uniforms are provided by major sponsors such as Nike, Red Bull, Panda TV, and OPPO. Chinese brands Panda TV and OPPO highlight esports’ potential to reach Asian targets. e sponsors are usually technology brands, that align with esports, reinforcing their message. Teams tend to remain the same in each edition due to their professional skills, which helps to increase their fan base. Featuring these players in repeated events and promotions, who have similar proles to their targets, transforms them into a concept
344 | nº 38, pp. 333-357 | January-June of 2024Esports and the spectacularisation of events. The case of League of LegendsISSN: 1696-019X / e-ISSN: 2386-3978doxa.comunicaciónakin to a “group of friends” boosting engagement. ey share common interests and hobbies with the public. ey are dierent from athletes in other sports, such as football, since their physiques are conventional, and they demonstrate their skills in cyberspace. is relatability for young people, combined with the captivating nature of this recreational activity, keeps the event engaging for viewers. e players’ credibility and strong ties with their followers make them eective mediators. ey take on the role of heroes (Jung, 2002) adapting it to postmodernity and cyberculture. Following Jungian thought, players in LoL embody courageous gures ghting against their inner demons. ese heroic characters unintentionally set out to confront an overwhelming threat with bravery. e notion of carefree, adventurous, brave, and somewhat unconventional behaviour is as common in LoL games as it is in inuencers, exemplied in Spain by El Rubius or Ibai Llanos among others, who also broadcast their match. Subconscious patterns and symbols (Rodríguez-Zamora, 2009) are instilled in target audiences so that they take it in as their own, making them active players in their minds. is connection can be intensied in esports broadcasts.From the perspective of proxemics, their position, and social distance imply that they are a cohesive unit. However, they maintain a signicant distance from the opposing team and the audience, which exalts them. eir kinesics, especially facial expressions, and their upright, energetic posture resemble video game characters. ey only deviate from the script when mentioned by the speaker in the opening ceremony. Some may smile and wave to the audience, although it is obvious that they are not following instructions since some even turn sideways and unconsciously bite their lip to hide their expression.e deliberate gestures and the absence of wild gesticulations create the impression of adventurers about to embark on a journey. In this context, Barthes’ theories make sense. At rst, their poses evoke boldness, daring, and superiority, akin to video game characters. However, there is a radical shift when the competition begins as they are visibly excited and focused. As they are immersed in the game, they compensate for this with dramatic facial tension in their mouth. ey also move quickly and nervously, heightening the narrative intensity.Figure 4. Worlds 2020caras de emoción y concentración. Al estar inmersos en la partida, compensan esto con gestos bucales dramáticos, desprendiendo tensión. También se mueven con velocidad y nerviosismo, incrementando la intensidad narrativa. Figura 4. Worlds 2020 Fuente: canal oficial de LoL (2020) 4.3. Sonido y música Uno de los elementos principales de los esports es la música, con colaboraciones con grupos cada vez más relevantes, como en la edición de 2020 donde la música corre a cargo de Take Henry Lau, Max Schneider y el vocalista principal de A Day to Remember, Jeremy McKinnon. Hay temas que pasan a integrarse en las listas convencionales de grandes éxitos, como Enemy de Imagine Dragons, uno de los éxitos mundiales de los últimos años. La música es algo fundamental en la promoción de los esports pues los conciertos durante las ceremonias son una etapa clave, así como en todo el universo transmedia. Un ejemplo es la asociación de LoL con el Spotify para contar con su propio canal. Las letras de las canciones no son un mero ornamento sonoro. Apoyan la idea de combate, acción, equipo y demás elementos del ideario del MOBA, pudiendo incluso tener influencia en la psique (Campo-Falla et al., 2023; Berga et al., 2023). Pueden contar con extractos en varios idiomas, como el español, buscando un claro enfoque global, como se manifiesta en la variedad étnica del videojuego y de los miembros y cantantes del evento. Junto con la música, los eventos están repletos de efectos sonoros, como explosiones, y efectos ambientales, como el susurro del viento, que contribuyen a intensificar la espectacularidad del acontecimiento. El ritmo visual va a la par que el sonido diegético y extradiegético (efectos-música), en consonancia y armonía con el tempo de los planos (Jodár-Marín, 2017). Las coreografías siempre están cuidadas al extremo. La estética de los bailarines es una fusión deportiva y de los ropajes del videojuego coincidiendo su edad con la del público promedio de LoL. Algunos son incluso entes virtuales y/o holográficos del videojuego. Figura 5. Worlds 2022 Source: ocial LoL channel (2020)
doxa.comunicación | nº 38, pp. 333-357 | 345January-June of 2024Pablo Martín Ramallal and Juan Ángel Jódar MarínISSN: 1696-019X / e-ISSN: 2386-3978 4.3. Sound and musicOne of esports’ main elements is music, collaborations with increasingly relevant groups, like in the 2020 edition where the music was done by Take Henry Lau, Max Schneider, and the lead singer of A Day to Remember, Jeremy McKinnon. Some songs form part of the mainstream charts, such as Enemy by Imagine Dragons, one of the world’s biggest hits in recent years. Music is fundamental in the promotion of esports with concerts during ceremonies being a critical stage, as well as in the entire transmedia universe. An example is LoL’s partnership with Spotify to have its own channel. e lyrics of the song are not a mere sound ornament. ey support the idea of combat, action, team, and other elements of the MOBA ideology, and can even inuence the psyche (Campo-Falla et al., 2023; Berga et al., 2023). ey can include excerpts in several languages, such as Spanish, catering to a global audience, as manifested in the ethnic variety of the videogame and its members and singers of the event.Together with the music, the events are full of sound eects, such as explosions, and ambient eects such as the rustling of the wind, which contributes to intensifying the spectacularity of the event. e visual rhythm goes hand in hand with the diegetic and extra-diegetic sound (eects-music), in consonance and harmony with the tempo of the shots (Jodár-Marín, 2017). e choreographies are always carefully crafted to the extreme. e dancer’s aesthetic is a mix of sports and video game clothing matching their age, coinciding with the average LoL spectator. Some are even virtual and/or holographic entities from the video game.Figure 5. Worlds 2022 Fuente: canal oficial de LoL (2022) Source: LoL’s ocial channel (2022)4.4. Production and special eects (VFX)e advertising items in esports use a wide variety of framing and angles, ranging from close-ups to long shots, which are fast and abundant, creating a rhythmic and dynamic visual experience. ese shots are inspired by video games, sports, concerts, and social networks and many shots of the ceremonies focus on the teams in formation. e sequence begins with a long shot and then transitions to a medium shot, as the camera sweeps across each individual, which gives a sense of unity, introducing
346 | nº 38, pp. 333-357 | January-June of 2024Esports and the spectacularisation of events. The case of League of LegendsISSN: 1696-019X / e-ISSN: 2386-3978doxa.comunicaciónthe players and giving them a collective entity. e use of panoramic shots, travelling, cranes, steady cams, and remote-controlled zenithal add constant dynamism to the visuals.e editing, both in the live broadcast and on the stadium screens, incorporates elements from video clips. e images and videos employ various tricks and eects and make no attempt to disguise them. e players and audience are introduced to the 3D environment of the game through the use of visual eects (VFX) ) (Jódar-Marín, 2017) pronounced by striking animations that enhance the immersive experience. ere is also artistry in the nishing of the images, an example is when they are treated as if they belong within the world of LoL itself. is technique is consistently employed, creating a synthetic and cohesive whole.In 2018, the main attraction was the virtual K-Pop group K/DA featuring its virtual singers Soyeon and Miyeon from (G) I-dle, Madison Beer, and Jaira Burn, a performance that profoundly impacted social media. In the same year, there was a dramatic sequence that borders on pseudo-augmented reality (although not all elements were included), where one of the performers opened a portal to the videogame, which combined animation with real-time footage of the stadium, leaving the audience in awe.All the ceremonies have an ICT punch that seeks to propagate 2.0 (Jenkins, Ford, and Green, 2015). e 2019 edition claims holography, where the human singer performs together with the videogame character. It is common practice for the stadium lights to be turned o at specic moments to make way for digital videos, which immerse the audience in the virtual narrative. is technique also highlights digital productions, such as the holographic choreographies showcased at the Paris event (2019). It is also common to implement grati overlays with a tag aesthetic, an urban element that young people can identify with (Figueroa-Saavedra, 2007).4.5. Brand identityA crucial aspect in esports in general, including LoL, is the management of brand visual identities. World Cups serve as a platform for sponsors to showcase their brands. e ceremonies open with the parent company’s logo, Riot Games, a choreographed symbol of a st. Such Hunger Games-style gestures are recurrent. Team logos vary but align with youth-oriented values and themes. ey draw inspiration from oriental motifs or incorporate features of American NFL teams where mascots are important. Once again, the Hunger Games, as is the FPX logo, are referenced, with a pheonix similar to the Mockingjay, a bird from the dystopian saga. Flags also play a signicant role. Each team has its logo symbol and, as in heraldry, they are used as battle signs, and each team’s symbols of power and personality. During ceremonies, these ags are placed behind or beside the players, moved by dozens of ag bearers in a display resembling martial arts acts and even military formations on a battleeld. is approach adds a playful element that serves to animate the live audience and the streaming public.In every opening ceremony broadcast, the y logo of the championship sponsored by Mastercard is superimposed on screens, showcasing a liquid and collaborative identity. Notably, a nancial company, somewhat distant from the younger demographic, often sponsors esports events to reach this social stratum, proof of its successful integration into this social sector.
doxa.comunicación | nº 38, pp. 333-357 | 347January-June of 2024Pablo Martín Ramallal and Juan Ángel Jódar MarínISSN: 1696-019X / e-ISSN: 2386-3978 4.6. 2021 Worldcup. e Covid-19 editione 2021 edition deserves a special mention. In the 2020 tournament in Shanghai, China, due to the onset of COVID-19, some teams were unable to participate despite the implementation of an “isolation bubble”. From 5 October to 6 November 2021, the eleventh edition was held in Reykjavik, Iceland, featuring 22 teams from ve regions. Due to the threat of the virus, the event was conducted without a live audience, leading to meticulous staging. A spectacular video mix combining digital rotoscoping was created based on Arcane (2021), the LoL series produced by Netix. e video featured Vi and Jinx sisters, portrayed by Hailee Steineld and Ella Purnell. Around minute four, the video transitions seamlessly to live action, where the viewer sees a steampunk-inspired city before returning to animation around 5:30 minutes. e singer Bea Miller strolls through the Zaun district and performs a song with an awe-inspiring display of production on par with an AAA video game. e real-virtual, plot-video clip jumps (Imagine Dragons, JID, Denzel Curry, Bea Miller and PVRI) are repeated in the footage, integrating the viewer into the narrative, as discursive bridges to ction are blurred. e plot is enhanced with visual and sound eects, such as explosions, in time with the music. Light painting style overlays are superimposed on buildings and people, depicting Jinx’s madness. In fact, mental health among young people is a growing social concern. Eventually, luminous glyphs from a fantasy language appear, and a subjective aerial view of Piltover (Zaun), the city-state at the forefront of technology where the plot unfolds, emphasising the vastness of the LoL universe. e journey concludes in a palace-fortress, featuring a musical click in the real image where some young people with the player’s prole dance an energetic choreography that resembles martial arts combat or shooting. e 2021 winner’s ring is shown during the closing ceremony, reminiscent of major American football leagues. Holographic fades transition to the competing teams (DWG KIA and EDward Gaming), portraying them as impassive gures, symbolising the event’s signicance and that they are on another level of thought. eir poses and gestures emphasise their importance, subtly detaching them from their humanity. is ceremony is a display of spectacularisation of LoL’s cross-media and transmedia universe (Martín-Ramallal and Micaletto-Belda, 2021), comprised of the videogame, music, series, comics, books, merchandising, and others, making it clear that is the biggest esport in the world (LoL, 2022).Figure 6. Worlds 2021 Figura 6. Worlds 2021 Fuente: canal oficial de LoL (2021) 4.7. El presentador Una particularidad de los esports que los distingue de ciertos eventos deportivos tradicionales es la inclusión de presentadores. Estos se encargan de introducir a equipos y jugadores, al tiempo que animan al público. Su papel puede variar, ya sea asumiendo un papel destacado o manteniéndose en un segundo plano como una voz en off. 5. Focus group Se presenta una tabla con los elementos detectados durante el análisis iconográfico y semiótico de LoL. La misma, derivada del análisis discursivo, sirve como herramienta para generar las afirmaciones de FG. Se genera un cuestionario Likert de cinco niveles para comprobar la validez del proceso hermenéutico llevado a cabo por los autores (Tabla 2). Se ha de indicar que los resultados arrojados por el focus group son interpretados en confluencia con el análisis del discurso y el análisis de contenido de LoL. Tabla 1. Presencia de ítems iconográficos ÍTEMS 2018 2019 2020 2021 2022 Lugar Seúl París Shanghái Reikiavik México- EEUU Duración 15´01´´ 14´00´´ 14´46´´ 13´59´´ 12´42´´ Participantes Género Varones Indumentaria Chándales, zapatillas y camisetas deportivas Interacción espacial Altivo, desafiante, alegre Peinado Cuidado, desaliñado a posta, teñido Imagen Plano Generales: estadio, escenario, público, Detalle: copa, anillo campeón, Primer plano: jugador Angulación Picado, frontal, contrapicado Iluminación Natural-Artificial Artificial Natural-Artificial Artificial Artificial Postproducción CGI CGI Holografía CGI Holografía CGI Rotoscopia CGI Escenografía Escenario Real-Inmersivo Real-Inmersivo Real-Inmersivo Virtual-Streaming Real-Inmersivo Efectos Humo,fuegos,FX Hologramas, láser Humo Real+Animación Humo,holograma,láser Source: ocial LoL channel (2021)
348 | nº 38, pp. 333-357 | January-June of 2024Esports and the spectacularisation of events. The case of League of LegendsISSN: 1696-019X / e-ISSN: 2386-3978doxa.comunicación4.7. e presenterA particularity of esports that dierentiates them from traditional sports events is the inclusion of presenters. ey are responsible for introducing teams and players while animating the audience. eir role can vary, either they play a signicant role or remain in the background as a voiceover.5. Focus groupe iconographic and semiotic analysis results of LoL are shown in the table below. is table, derived from a discursive analysis, is a tool to generate statements from the Focus Group (FG). A ve-level Likert questionnaire is developed to test the validity of the hermeneutic process carried out by the authors (Table 2). It should be noted that the focus group results are interpreted in conjunction with the discourse analysis and LoL content analysis. Table 1. Presence of iconographic itemsITEMS20182019202020212022PlaceSe SeoulParísShangháiRekyjavikMexico- USADuration15´01´´14´00´´14´46´´13´59´´12´42´´ParticipantsGenderMalesAttireTracksuit, trainers and sports shirtsSpatial interactionHaughty, deant, cheerfulHairstyleWell-groomed, deliberately dishevelled, dyed.ImageShotLong shot: stadium, stage, audience,Big Close-Up: cup, champion’s ring,Close up: playerAnglesFront, back, front viewLightingNatural-ArticialArticialNatural-ArticialArticialArticialPostproductionCGICGIHolographyCGIHolographyCGIRotoscopyCGI
doxa.comunicación | nº 38, pp. 333-357 | 349January-June of 2024Pablo Martín Ramallal and Juan Ángel Jódar MarínISSN: 1696-019X / e-ISSN: 2386-3978 ScenographyScenarioReal- ImmersiveReal-ImmersiveReal- ImmersiveVirtual-StreamingReal- ImmersiveEectsSmoke, re, FXHolograms, laserSmokeReal+AnimationSmoke, hologram, laserChoreographyChoral. Individual / Virtual ChoirChoral. Individual/Choral- Individual HolographicChoral. Individual /Choral- Individual Holographic Martial artsChoralChoral. IndividualDecoration-PropsLoL – Oriental - FantasyVirtual: LoLUndergroundLoLCGI-Real. VFXVFXProxemicsSpatial locationHigh StageCentral stageCentral stageStageCentral stageRelevant attitudeHieraticHieraticHieraticHieraticHieraticKinesiaPostureStanding.Team FormationStanding.Team FormationStanding.Team FormationStanding.Team FormationStanding.Team FormationGesturesImpassive-SmilingImpassive-SmilingImpassive-SmilingImpassiveImpassiveFacial expressionsDeant - DistantSoundMusic (genres)IndieK-PopIndieHipHopIndieK-PopIndieHipHopIndieSound eectsDiegetic-ExtradiegeticSource: created by the authors
350 | nº 38, pp. 333-357 | January-June of 2024Esports and the spectacularisation of events. The case of League of LegendsISSN: 1696-019X / e-ISSN: 2386-3978doxa.comunicaciónTable 2. Presence of iconographic itemsStatements<LowHigh>L1L2L3L4L5AverageSt1. Esports have characteristics that dierentiate them from other shows 524.28St2 Esports appeal to young people.1154.57St3Young people prefer esports to 343.57St4. Esports will overtake conventional sports613.14St5. Sports should use esports’ promotion models254.71St6. Player charisma is important in esports523.28St7. I would watch esports if they were broadcast on television23112.14St8. Music is fundamental in esports52 4.28St9. Special eects and set design is a basic requirement52 4.28St10. e annual technological surprise is important in the ceremonies614.14St11. I hope to see something innovative in esports events524.28St12. e presenter is important when following esports2322St13. I like LoL because of the transmedia discourse1514St14. I would play and watch LoL without the existence of this universe21222.57St15. LoL and videogames are culture524.28St16. I listen to LoL or esports music regularly1334,28St17. I can relate to a LoL character1334.28St18. Eects such as holograms and augmented reality are important3313.71St19. Broadcasting at sunset or night adds to the drama4213.57St20. I would pay to attend esports events as much as other sports52 4.28
doxa.comunicación | nº 38, pp. 333-357 | 351January-June of 2024Pablo Martín Ramallal and Juan Ángel Jódar MarínISSN: 1696-019X / e-ISSN: 2386-3978 St.21. Ceremonies are reminiscent of music festivals.142 3.14St.22. I nd elements of esports attractive for other things (e.g. advertising)34 4.57St. 23. I pay attention to the sponsoring brands.34 3.57St. 24. If mainstream sports were to do these shows I would follow them more.1231 3.57St. 25. Women should play a more signicant role.124 4.42Source: created by the authorse focus group ndings indicate that esports are perceived as unique and highly appealing to young people. In terms of their preferences compared to conventional sports, esports are favoured except for football, although this dominance could change with the arrival of the touch generation in the future. is idea is especially strong among younger participants and the women in the focus group. As to whether they will prevail compared to conventional sports, this is the case except for football. ey believe esports will coexist with traditional sports, especially if it incorporates esports elements. e discussion determined that individual charisma did not play a signicant role in competition as it is a team activity, although participants from Spain and nearby regions were valued more. ey highlight that they physically resemble an ordinary young person, which makes them more relatable, more than in sports requiring t bodies.Conventional television was not persuasive for enjoying esports ceremonies since it lacked the exibility of other devices or the ability to provide real-time commentary. Some claim to have watched the ceremonies on TV or YouTube, nding it more spectacular. Based on their consumption habits, it would serve as a support screen due to its larger size complemented by another device such as a smartphone (Ramos-Méndez and Ortega-Mohedano, 2016).Music is fundamental. Everyone listens to it daily and values it, indicating that it is easy to hear it on mainstream radio or online platform playlists. is did not particularly relate to music festivals, except for some scenographic elements. e intent behind music festivals diered signicantly, although participants were open to their resources being adopted. Ceremonial eects and technological surprises such as holograms and augmented reality were perceived as attractive and tting, as they were eager to see how they would be surprised.; they were a major draw. Participants perceived each edition as evolving towards immersion. Regarding the presenter, if there is one, they are considered secondary, although it is acknowledged that they are a good source of energy.e transmedia universe is important. ey state that Arcane (2021) or other narratives are a hook without which they would not be so connected to LoL, and that possibly some would not play so much. Participants especially liked the series and that it starred “two tough girls”, nding them relatable. Almost all of them could relate to some character. e rebroadcast time generated some disagreement. It was acknowledged that the fact that it was at sunset could inuence the broadcast as it was a delocalised event, this was of secondary importance, as it was usual for it not to coincide with the viewer’s time. Participants expressed willingness to pay for events like these, as much or more than football, as the spectacle is considered far superior
352 | nº 38, pp. 333-357 | January-June of 2024Esports and the spectacularisation of events. The case of League of LegendsISSN: 1696-019X / e-ISSN: 2386-3978doxa.comunicaciónto that of conventional sports except for the big games. ey believed that producing events with these characteristics could enhance their success and popularity among young people. Regarding advertising in esports, they believe that if they were more inspired by esports they would resonate more among young people. Several members of the FG argue that many advertisements are already drawing inspiration from esports narratives. ey did not look closely at sponsors, except for a few caveats. Everyone remembered Mastercard, Intel, or Redbull. A plausible explanation was that they were not products that they could identify with. Lastly, it should be noted that although the audience increasingly enjoys women’s presence, women’s representation was lacking among participants. e discrepancy was not gender-biased as open competitions allow anyone to participate. Given that most LoL players are men, future suggestions included customising avatars with players’ uniforms and introducing a “god mode” in esports broadcasts.6. Discussionis study allows us to bring into the discussion the approaches of Establés-Heras et al. (2019), whose contributions are acknowledged. However, a possible divergence arises related to the claim that esports are equivalent to traditional sports, given their cybermediated nature. is analysis clearly shows that esports spectacles have a unique discourse formed through the fusion and appropriation of various conventional and cybercultural elements. ese events bridge the gap between video games and sports and tend to incorporate transmedia techniques. e creation of complex universes, exemplied in cases such as LoL, converge music, video clips, innovative scenographic techniques, social networks, television series, comics, and literature, which not only generate prots but also engender a magnetic appeal and spectacularisation of the videogame, resulting in active audiences hungry for related events.Music plays a central role in this process, not only as a thread running through the plot but also to enhance interactions with the audience. Although adapted to generational preferences, epicness prevails as a constant concept in esports shows, as its absence is perceptible in the experience. While sporting events such as the NFL share similarities, they dier considerably in terms of live streaming 2.0 experience and reliance on connected devices. e need to integrate advanced technological components like laser lighting and holograms, is highlighted due to esports’ close relationship with technology. Combining these resources with iconic youth elements, such as grati, sportswear, steampunk, or underground aesthetics, emerges as an ideal perspective.7. ConclusionsIn light of the results, esports emerge as leaders in spectacularisation, embodying the paradigm of ludic entertainment 2.0 in hypermodernity, especially among new generations. In contrast to conventional sports, the amalgamation of technical, technological, narrative, and rhetorical resources challenges the foundations of the current state of sports. e transmedia universes surrounding this amalgam of entertainment signify a shift in young people’s entertainment preferences. In all
doxa.comunicación | nº 38, pp. 333-357 | 353January-June of 2024Pablo Martín Ramallal and Juan Ángel Jódar MarínISSN: 1696-019X / e-ISSN: 2386-3978 its dimensions, the intersection between culture and ICT serves as a magnetic formula that attracts them, inviting them to participate in events merging physical presence with the intrinsic dislocation of live streaming and social networks.For future research, exploring esports’ inherent discourse is proposed, considering its growing social relevance and ability to generate new narratives through hybridisation. Fields such as marketing and sports journalism have shown academic interest in this phenomenon. Investigating visual brand identities in esports also shows promise, merging concepts and iconographies to reinterpret them as inspiration in hypermodern contexts related to young people. In addition, it raises discussion on the gender issue, acknowledging the increase of female participants in video games, though not proportionally represented in mass events. Adopting iconic elements from traditional sports, such as trophies and champion rings, and fusing the real and the virtual, through holograms, screens, and videos, are valuable suggestions to further enrich esports shows.8. Acknowledgements is research has counted on the collaboration with the Department of Information and Communication at the University of Granada.is article has been translated into English by Sophie Phillips, whose work we sincerely appreciate.is research is grateful for the collaboration of Dr. Juan Pablo Micaletto Belda of the Centro Universitario San Isidoro for the validation of the methodological section.9. Specic contributions of each authorName and SurnameConception and design of the workPablo Martín Ramallal & Juan Ángel Jódar MarínMethodologyPablo Martín Ramallal & Juan Ángel Jódar MarínData collection and analysisPablo Martín Ramallal & Juan Ángel Jódar MarínDiscussion and conclusionsPablo Martín Ramallal & Juan Ángel Jódar MarínDrafting, formatting, version review and approvalPablo Martín Ramallal & Juan Ángel Jódar Marín10. Conict of interestse authors declare that there are no conicts of interest contained in this article.
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doxa.comunicación | nº 38, pp. 333-357 | 355January-June of 2024Pablo Martín Ramallal and Juan Ángel Jódar MarínISSN: 1696-019X / e-ISSN: 2386-3978 Figueroa-Saavedra, F. (2007). Estética popular y espacio urbano: El papel del grati, la gráca y las intervenciones de calle en la conguración de la personalidad de barrio. Disparidades. Revista de Antropología, 62(1), 111-144. https://doi.org/10.3989/rdtp.2007.v62.i1.28Galindo-Marín, F., Subiela-Hernández, B.J. y González-Sicilia, M. (2014). Análisis del color como connotador en la fotografía publicitaria. Miguel Hernández Communication Journal, (5), 53-90. https://bit.ly/3Q2ZgJFGaras-Frías, J.Á. (2010). La industria del videojuego a través de las consolas. Revista Mexicana de Ciencias Políticas y Sociales, 52(209), 161-179. http://dx.doi.org/10.22201/fcpys.2448492xe.2010.209.25969González-Díez, L., Labarga-Adán, I. y Pérez-Cuadrado, P. (2019). Gamicación y elementos propios del juego en revistas nativas digitales: el caso de MARCA Plus. Revista de Comunicación, 18(1), 52-72. https://doi.org/10.26441/RC18.1-2019-A3Hamari, J. y Sjöblom, M. (2017), What is eSports and why do people watch it? Internet Research, 27(2), 211-232. https://doi.org/10.1108/IntR-04-2016-0085Hernández-Sampieri, R. (2018). Metodología de la investigación (Vol. 4). McGraw-Hill Interamericana.Holden, J.T., Rodenberg, R.M. y Kaburakis, A. (2017). Esports corruption: Gambling, doping, and global governance. Maryland Journal of International Law, 32(1), 236-273. http://dx.doi.org/10.2139/ssrn.2831718Irwin, S.V. y Naweed, A. (2020). BM’ing, throwing, bug exploiting, and other forms of (un) sportsmanlike behaviour in CS: GO Esports. Games and Culture, 15(4), 411-433. https://doi.org/10.1177/1555412018804952Jenkins, H., Ford, S. y Green, J. (2015). Cultura transmedia: la creación de contenido y valor en una cultura en red (Vol. 60). GedisaJódar-Marín, J.Á. (2017). Evolución del montaje y postproducción del videoclip musical: del jumpcut a los VFX como paradigma de iconicidad y puesta en escena. Revista Mediterránea de Comunicación, 8(2), 119-128. https://www.doi.org/10.14198/MEDCOM2017.8.2.8Jodár-Marín, J.A. (2019). La puesta en escena y la postproducción digital del Fashion Film en España (2013-2017). El nuevo formato audiovisual de comunicación en moda concebido para Internet. RAE-IC (11), 165-184. https://doi.org/10.24137/raeic.6.11.10Jung, C.G. (2002). Arquetipos e inconsciente colectivo. Trotta.Ke, X. y Wagner, C. (2020). Global pandemic compels sport to move to esports: understanding from brand extension perspective. Managing Sport and Leisure, 1-6. https://doi.org/10.1080/23750472.2020.1792801Kim, J. y Kim, M. (2020). Spectator e-sport and well-being through live streaming services. Technology in Society, 63, https://doi.org/10.1016/j.techsoc.2020.101401Krueger, R. (1991). El Grupo de Discusión. Guía práctica. Pirámide.Leung, S.O. (2011). A comparison of psychometric properties and normality in 4-, 5-, 6-, and 11-point Likert scales. Journal of Social Service Research, 37(4), 412-421. https://doi.org/10.1080/01488376.2011.580697

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356 | nº 38, pp. 333-357 | January-June of 2024Esports and the spectacularisation of events. The case of League of LegendsISSN: 1696-019X / e-ISSN: 2386-3978doxa.comunicaciónLoL [YouTube] (2018). Opening Ceremony Presented by Mastercard | Finals | 2018 World Championship [Vídeo]. https://youtu.be/WYSJIoehGq0LoL [YouTube] (2019). Opening Ceremony Presented by Mastercard | 2019 World Championship Finals [Vídeo]. https://youtu.be/6QDWbKnwRccLoL [YouTube] (2020). Opening Ceremony Presented by Mastercard | Worlds 2020 Finals [Vídeo]. https://youtu.be/_hugv0CBh-ELoL [YouTube] (2021). Ceremonia de apertura del Mundial 2021, presentada por Mastercard [Vídeo]. https://youtu.be/1OzoFq4Q3_cLoL [YouTube] (2022). Making the Worlds 2021 Show Open Presented by Mastercard [Vídeo]. https://youtu.be/6EM1dwjQLWELoL [YouTube] (2022). Worlds 2022 Finals Opening Ceremony Presented by Mastercard [Vídeo]. https://www.youtube.com/watch?v=PzRi2JyRlvwMadden, C. (2017). Hello Gen Z: Engaging the Generation of Post-Millennials. Hello Clarity.Mandiberg, S. (2021). Video Games Have Never Been Global: Resituating Video Game Localization History. In M. Swalwell (Ed.), Game History and the Local (pp. 177-198). Cham: Springer International Publishing.Martín-Muñoz, D. y Pedrero-Esteban, L.M. (2019). Los eSports: origen, evolución y tendencias. Vista, (4), 75-92. https://doi.org/10.21814/vista.3016Martín-Muñoz, D. y Pedrero-Esteban, M.P. (2021). Deporte y espectáculo en la narrativa de los ‘e-sports’. Index, 11(2), 59-79. https://doi.org/10.33732/ixc/11/02DeportMartín-Núñez, M. y Navarro-Remesal, V. (2021). La complejidad ludonarrativa en el videojuego: un doble boomerang. L’Atalante, (31), 7-32. https://bit.ly/3txFP3QMartín-Ramallal, P. y Merchán-Murillo, A. (2021). E-sport, un ecosistema favorable para el ciberpatrocinio entre las nuevas generaciones. En N. Sánchez-Gey, (Coord.) y G. Paredes-Otero, (Coord.), De la losofía digital a la sociedad del videojuego. Literatura, pensamiento y gamicación en la era de las redes sociales, (pp.1435-1461). Dykinson. Martín-Ramallal, P. y Micaletto-Belda, J.P. (2021). Tiktok, red simbiótica de la generación z para la realidad aumentada y el advergaming inmersivo. Revista de Comunicación, 20(2), 223-243. http://dx.doi.org/10.26441/rc20.2-2021-a12Martín-Ramallal, P., Bertola-Garbellini, A. y Merchán-Murillo, A. (2019). Blackmirror-Bandersnatch, paradigma de diégesis hipermedia para contenidos mainstream VOD. Ámbitos, 45, 280-309. https://doi.org/10.12795/Ambitos.2019.i45.16Mora-Cantallops, M. y Sicilia, M.A. (2016). Motivations to read and learn in videogame lore: the case of League of legends. In Proceedings of the Fourth International Conference on Technological Ecosystems for Enhancing Multiculturality (pp. 585-591). https://doi.org/10.1145/3012430.3012578Muriel, D. (2018). El videojuego como experiencia. Caracteres, 7(1), 335-359. https://bit.ly/3NA4fz8Peng, Q., Dickson, G., Scelles, N., Grix J. y Brannagan, P.M. (2020). Esports governance: exploring stakeholder dynamics. Sustainability, 12(19), 1-15. https://doi.org/10.3390/su12198270

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