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Framing esports' JEDI issues: a case study in media irresponsibility

Framing esports' JEDI issues: a case study in media irresponsibility This investigation analyzes Asian, European and North American coverage of esports' justice, equity, diversity, and inclusion (JEDI) issues as a case study of media organizations' communications on these topics.Design/methodology/approachThis quantitative content analysis describes coverage of esports' race, gender, age and social class issues to draw inferences about media organizations' abilities to meet the organizations' social responsibilities when reporting on organizational JEDI issues.FindingsThere were significant differences across continents; however, most stories only mentioned gender and age, seldom noting esports' race or social class issues.Research limitations/implicationsAlthough all stories analyzed were published in English, the findings extend research suggesting culture may shape the tones, frames and salience of social justice issues in the media.Practical implicationsJEDI issues were not the most prominent topic in at least 80% of the coverage, indicating the normative framework guiding professional journalism since the Cold War fails to guide responsible engagement with contemporary social justice issues.Originality/valueAs one of the first studies analyzing media coverage of organizational JEDI issues, the results of this content analysis (N = 763) provide a quantitative basis for a critique of media organizations' social responsibility when reporting on these issues. http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png Corporate Communications An International Journal Emerald Publishing

Framing esports' JEDI issues: a case study in media irresponsibility

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References (75)

Publisher
Emerald Publishing
Copyright
© Emerald Publishing Limited
ISSN
1356-3289
DOI
10.1108/ccij-06-2022-0068
Publisher site
See Article on Publisher Site

Abstract

This investigation analyzes Asian, European and North American coverage of esports' justice, equity, diversity, and inclusion (JEDI) issues as a case study of media organizations' communications on these topics.Design/methodology/approachThis quantitative content analysis describes coverage of esports' race, gender, age and social class issues to draw inferences about media organizations' abilities to meet the organizations' social responsibilities when reporting on organizational JEDI issues.FindingsThere were significant differences across continents; however, most stories only mentioned gender and age, seldom noting esports' race or social class issues.Research limitations/implicationsAlthough all stories analyzed were published in English, the findings extend research suggesting culture may shape the tones, frames and salience of social justice issues in the media.Practical implicationsJEDI issues were not the most prominent topic in at least 80% of the coverage, indicating the normative framework guiding professional journalism since the Cold War fails to guide responsible engagement with contemporary social justice issues.Originality/valueAs one of the first studies analyzing media coverage of organizational JEDI issues, the results of this content analysis (N = 763) provide a quantitative basis for a critique of media organizations' social responsibility when reporting on these issues.

Journal

Corporate Communications An International JournalEmerald Publishing

Published: Apr 17, 2023

Keywords: eSports; Video games; Social responsibility; Justice; Equity; Diversity; Inclusion

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