This article is part of a Spotlight series on series on e-sports and gaming in Southeast Asia. Read more
For many structural reasons, gaming has often been studied and leveraged in a silo, separate from other mainstream media. For example, researchers have analysedthe way games have been studied in echo chambers as a sub-field, rather than as part of the main theoretical corpus. In communications, when those media and social theories of business and commerce are applied, games have also been treated as either a client industry or as an experimental platform...