31 | International Journal of Informatics Information System and Computer Engineering 4(1) (2023) 31-48 DOI: https://doi.org/10.34010/injiiscom.v4i1.9570 p-ISSN 2810-0670 e-ISSN 2775-5584 A Computational Bibliometric Analysis of Esport Management using VOSviewer Selvia Lorena Br Ginting Faculty of Information Science and Technology, Universiti Kebangsaan Malaysia, Malaysia Corresponding Email: selvialorena@yahoo.com A B S T R A C T S A R T I C L E I N F O The project aims to combine visualization study with VOSviewer and Publish or Perish software to conduct a computerized bibliometric analysis of the phrase "Esports Management." The method used descriptive- quantitative approach in conjunction with bibliome tric analysis. The data was obtained from the Google Scholar search results for "Esports Management." There were 999 articles published between 2017 and 2021, with an increase each year except for 2021 to 2022. This may be demonstrated in 2017 with 58 articles, in 2018 with 92 pieces, in 2019 with 160 articles, in 2020 with 242 articles, and in 2021 with a huge rise to 335 articles. In 2022, however, the number of articles had significantly decreased to 64. Based on further findings of this research, it can be concluded that there are several understudied sectors in Esports Management that may be examined further to increase the efficacy of Management in Esports. It is anticipated that this research will also serve as an example for further studies in defining and evaluating the research subject, as well as for the Esports participants' management team. Article History: Submitted/Received 25 Dec 2022 First Revised 27 Jan 2023 Accepted 01 Apr 2023 First Available Online 12 Apr 2023 Publication Date 01 Jun 2023 __________________ Keywords: Bibliometrics, Esports Management, Data Analysis, VOSviewer. 1. INTRODUCTION ESports is one of the first industries to confront the challenge of transitioning from global to local and online to offline as a whole ecosystem (Scholz, 2019; Taylor, 2012; Scholz, 2020). Even though there are still disputes about the nature of esport as a “sport” (Franke, 2015; Hutchins, 2008; Jenny et al., 2017; Jonasson & Thiborg, 2010; Witkowski, International Journal of Informatics, Information System and Computer Engineering International Journal of Informatics Information System and Computer Engineering 4(1) (2023) 31-48 https://doi.org/10.34010/injiiscom.v4i1.9570 mailto:selvialorena@yahoo.com Selvia Lorena Br Ginting. A Computational Bibliometric Analysis of Esport Management using… | 32 DOI: https://doi.org/10.34010/injiiscom.v4i1.9570 p-ISSN 2810-0670 e-ISSN 2775-5584 2010), the stronger opinion stated that it does can be considered as a sport based on factors such as the presence of enemy, rules and ethics, strategy, as well as winning and defeat (Kenzhekanova, 2015). Due to the fact that esports is a relatively new industry, it is still evolving as there has been several ground- breaking changes in the recent decades on this industry. Since the financial model of the esports industry is unstable, esports organizations prioritize risk management related to future developments such as new markets, franchising, new titles, and the extant fragmentation of the esports industry (Kenzhekanova, 2015). This makes it important to properly govern Esports as a growing industry (Scholz, 2019). However, the research concerning esports is in a fragmented state as there are multiple understudied fields, making it quite hard to research the topic in a thorough manner. Conducting a bibliometric study of esports, particularly on the subject of esports management, is one technique to discover such understudied subjects. Numerous studies on bibliometric analysis in different domains have been conducted. For instance, digital learning (Husaeni & Nandiyanto, 2022), computer science (Husaeni & Nandiyanto, 2023), vocational school (Husaeni & Nandiyanto, 2023), high school (Husaeni & Nandiyanto, 2023), Covid-19 (Hamidah et al., 2020), scientific publications (Husaeni et al., 2022; Soegoto et al., 2022). Additionally, there have been studies on esports, such as those by Sousa et al. that addressed the physiological and cognitive functions in competitive esports matches (Sousa et al., 2020). Chiu et al. undertook a bibliometric study of esports generally as part of their research on bibliometric analysis of esports (Chiu et al., 2021). Yamanaka et al., BÜYÜKBAYKAL and Burak, Arwendria, and Kurnia all did separate studies on the same subject as Chiu et al. (Yamanaka et al., 2021; Büyükbaykal & Burak, 2020; Arwendria, 2021; Kurnia, 2021). However, no bibliometric examination of esports management has been conducted. Based on the issue, this research aims to conduct a bibliometric analysis research regarding esports management. Qualitative-descriptive approach was used with literature review as the data collection method. To analyse the data, VOSviewer was used to illustrate the connection between the terms as well as to discover the term and publication trend between the year 2017 to 2022. 2. METHOD This study employed quantitative, descriptive, and bibliometric techniques. For this study, we compiled information from a number of Google Scholar-listed, previously published journals. This is because Google Scholar is one of the sources of easily accessible journals. Using the program publish or perish, we also conducted a literature review on "Esports Management". It was decided to use Publish or Perish to extract bibliometric data from study subjects (Jenny et al., 2017). Moreover, once the data has been saved from the Publish or Perish utility as a *Ris. file, it can be viewed with the VOSviewer application. This research uses VOSviewer 1.6.17 and Publish or Perish 8 as its data collection program. In this research, we combed through data and utilized pertinent data to support our claims on esports management. In https://doi.org/10.34010/injiiscom.v4i1.9570 33 | International Journal of Informatics Information System and Computer Engineering 4(1) (2023) 31-48 DOI: https://doi.org/10.34010/injiiscom.v4i1.9570 p-ISSN 2810-0670 e-ISSN 2775-5584 alignment with the title, keyword, and abstract requirements of the Publish or Perish program, we retrieve data from Google Scholar using the term "Esports Management" 999 data on the study of esports management were acquired. The research papers that were considered were published between 2017 and 2022. The compiled articles are then saved in *.ris format. After that, we create visualizations with the help of the VOSviewer program and utilize bibliometric maps to assess trends. From the prepared database source, we map the article data. Three categories of mapping information are used by the VOSviewer software: network visualization, visualization overlay, and visualization density. Additionally, we apply filters to the phrases shown in the mapping representation of VOSviewer. (Jonasson & Thiborg, 2010). 3. RESULTS AND DISCUSSION 3.1. Research developments in the field of Esports Management Esports management research into the changing climate, explains how research on the topic of managing esports has evolved between 2017 and 2022 in Fig. 1. Research on Esports Management increases every year, starting from 2017 to 2022 except in 2022. This can be proven in 2017 with the number of articles 58, in 2018 increased to 92 articles, in 2019 increased back to 160 articles, in 2020 increased to 242 articles, pada in 2021 experienced a significant increase to 335 articles, and by 2022 research on Esports Management decreased drastically, the number of publications to 64. We find 999 publications that match the study subject in the Publish or Perish software's search results. We selected 20 papers from 20 different journals and books with the most citations from this data (Table 1). Fig. 1. Level of research development on Esports Management https://doi.org/10.34010/injiiscom.v4i1.9570 Selvia Lorena Br Ginting. A Computational Bibliometric Analysis of Esport Management using… | 34 DOI: https://doi.org/10.34010/injiiscom.v4i1.9570 p-ISSN 2810-0670 e-ISSN 2775-5584 Table 1. Article Data in the Field of Esports Management No Authors Title Year Cites Refs 1. Hamari and Sjöblom. What is eSports and why do people watch it? 2017 900 (Hamari, 2017) 2. Jenny et al. Virtual (ly) athletes: where eSports fit within the definition of “Sport” 2017 455 (Jenny, 2017) 3. Hallmann & Giel. eSports–Competitive sports or recreational activity? 2018 332 (Hallmann, 2018) 4. Bányai et al. The psychology of esports: A systematic literature review 2019 211 (Banyai et al., 2019) 5. Reitman et al. Esports research: A literature review 2020 193 (Reitman et al., 2020) 6. Pizzo et al. eSport vs sport: a comparison of spectator motives 2018 175 (Pizzo, 2018) 7. DiFrancisco et al. Managing the health of the eSport athlete: an integrated health management model 2019 126 (DiFrancisc o et al., 2019) 8. D Himmelstein et al. An exploration of mental skills among competitive league of legend players 2021 119 (Himmelste in et al., 2021) 9. R Li. Good luck has fun: The rise of eSports 2017 117 (Li, 2017) 10. Holden et al. The future is now: Esports policy considerations and potential litigation 2017 108 (Holden et al., 2017) 11. Kane & Spradley. Recognizing ESports as a sport 2017 97 (Kane & Spradley, 2017) 12. Ye et al. Mastering complex control in moba games with deep reinforcement learning 2020 94 (Ye et al., 2020) 13. Jenny et al. eSports venues: A new sport business opportunity 2018 91 (Jenny, 2018) 14. Griffiths. The psychosocial impact of professional gambling, professional video gaming & eSports 2017 71 (Griffiths, 2017) https://doi.org/10.34010/injiiscom.v4i1.9570 35 | International Journal of Informatics Information System and Computer Engineering 4(1) (2023) 31-48 DOI: https://doi.org/10.34010/injiiscom.v4i1.9570 p-ISSN 2810-0670 e-ISSN 2775-5584 Table 1 (Continue). Article Data in the Field of Esports Management No Authors Title Year Cites Refs 15. Freeman & Wohn. eSports as an emerging research context at CHI: Diverse perspectives on definitions 2017 70 (Freeman & Wohn, 2017) 16. Ströh. The eSports market and eSports sponsoring 2017 60 (Stroh, 2017) 17. Schaeperko et al. The “new” student-athlete: An exploratory examination of scholarship eSports players 2017 53 (Schaeperko etter, 2017) 18. Chung et al. Will esports result in a higher prevalence of problematic gaming? A review of the global situation 2019 49 (Chung, 2019) 19. Ye et al. Towards playing full moba games with deep reinforcement learning 2020 44 (Ye, 2020) 20. Nagorsky & Wiemeyer. The structure of performance and training in esports 2020 43 (Nagorsky, 2020) Twenty papers that meet the requirements for research are listed in Table 1. Out of the 20 publications that were chosen, the study on Esports Management has a greatest citation of 900 and a lowest citation of 43. According to Table 1, the articles with the most quotations will be published in 2017 and 2022, respectively. The most papers cited between 2017 and 2022 total 900 articles. That there would be 193 articles mentioned in total by 2020. The year with the most quotes includes up to 900 articles. 3.2. Visualization Esports Management topic area using VOSviewer Visualization Al Husaeni and Nandiyanto claim that the VOSviewer software is used in the Esports Management field since it has a limited amount of relationships (BÜYÜKBAYKAL & Burak, 2020). However, in this investigation, VOSviewer requires a minimum of three connections. Thus, 26 elements in a total of 10 clusters constitute the end result. Using analytical mapping and visualization, a study of the atmosphere of the esports industry was conducted: (i) Cluster 1 (5 items) Esport, Esports consumer, Esports game, esports research, gaming (See Fig. 2). (ii) Cluster 2 (4 items) Esports competition, esports event, esports tournament, sport management (See Fig. 3). https://doi.org/10.34010/injiiscom.v4i1.9570 Selvia Lorena Br Ginting. A Computational Bibliometric Analysis of Esport Management using… | 36 DOI: https://doi.org/10.34010/injiiscom.v4i1.9570 p-ISSN 2810-0670 e-ISSN 2775-5584 (iii) Cluster 3 (4 items) Audience, Esports community, esports fan, esports sponsorship (See Fig. 4). (iv) Cluster 4 (3 items) Digitalization, sport, strategic management (See Fig. 5). (v) Cluster 5 (3 items) Participant, professional esports player, video game (See Fig. 6). (vi) Cluster 6 (3 items) Athlete, esports athlete, esports organization (See Fig. 7). (vii) Cluster 7 (1 item) Competitive gaming (See Fig. 8). (viii) Cluster 8 (1 item) Development (See Fig. 9). (ix) Cluster 9 (1 item) Gambling (See Fig. 10). (x) Cluster 10 (1 item) los esport (See Fig. 11). Cluster 1 is represented with the color red, Cluster 2 with the color green, Cluster 3 with the color blue-old, Cluster 4 with the color yellow. Cluster 5 with the color purple, Cluster 6 with the color cyan, Cluster 7 with the color orange, Cluster 8 with the color brown, Cluster 9 with the color pink, and Cluster 10 with the color draco turquoise. Fig. 2. Cluster 1 Visualization Esports Management Network https://doi.org/10.34010/injiiscom.v4i1.9570 37 | International Journal of Informatics Information System and Computer Engineering 4(1) (2023) 31-48 DOI: https://doi.org/10.34010/injiiscom.v4i1.9570 p-ISSN 2810-0670 e-ISSN 2775-5584 Fig. 3. Cluster 2 Visualization Esports Management network Fig. 4. Cluster 3 Visualization Esports Management network https://doi.org/10.34010/injiiscom.v4i1.9570 Selvia Lorena Br Ginting. A Computational Bibliometric Analysis of Esport Management using… | 38 DOI: https://doi.org/10.34010/injiiscom.v4i1.9570 p-ISSN 2810-0670 e-ISSN 2775-5584 Fig. 5. Cluster 4 Visualization Esports Management network Fig. 6. Cluster 5 Visualization Esports Management network https://doi.org/10.34010/injiiscom.v4i1.9570 39 | International Journal of Informatics Information System and Computer Engineering 4(1) (2023) 31-48 DOI: https://doi.org/10.34010/injiiscom.v4i1.9570 p-ISSN 2810-0670 e-ISSN 2775-5584 Fig. 7. Cluster 6 Visualization Esports Management network Fig. 8. Cluster 7 Visualization Esports Management network https://doi.org/10.34010/injiiscom.v4i1.9570 Selvia Lorena Br Ginting. A Computational Bibliometric Analysis of Esport Management using… | 40 DOI: https://doi.org/10.34010/injiiscom.v4i1.9570 p-ISSN 2810-0670 e-ISSN 2775-5584 Fig. 9. Cluster 8 Visualization Esports Management network Fig. 10. Cluster 9 Visualization Esports Management network https://doi.org/10.34010/injiiscom.v4i1.9570 41 | International Journal of Informatics Information System and Computer Engineering 4(1) (2023) 31-48 DOI: https://doi.org/10.34010/injiiscom.v4i1.9570 p-ISSN 2810-0670 e-ISSN 2775-5584 Fig. 11. Cluster 10 Visualization Esports Management network 3.3. Network visualization Esports Management topic area using VOSviewer Each term's mapping in the VOSviewer program is segregated into the first of three categories, Visualization Network. The representation of a connected network One of the map's features. Existing relationship as represented in a network representation, or the line connecting two objects (See Fig. 12). Visualization Network from the item "Esports Game" obtained using the VOSviewer program is shown in Fig. 12. Each cluster where in each individual area or investigated issue is depicted in Fig. 12. The esports Management climate, which includes cluster 10 and has a total strength of 40 and occurrence of 43, is seen in Fig. 12 above. Esports climate connected to Cluster 1 (5 items) esport, esports consumer, esports game, esports research, gaming, Cluster 2 (4 items) esports competition, esports event, esports tournament, sport management, Cluster 3 (4 items) audience, esports community, esports fan, esports sponsorship. Cluster 4 (3 items) digitalization, sport, strategic management, Cluster 5 (3 items) participant professional, esports play, video game. Cluster 6 (3 items) athlete, esports athlete, esports organization Cluster 7 (1 item) competitive gaming, Cluster 8 (1 item) development, Cluster 9 (1 item) gambling, Cluster 10 (1 item) los esport. 3.4. Overlay visualization of Esports Management topic area using VOSviewer The VOSviewer software's Second Visualization Network offers overlay- style visualization mapping. mapping properly Overlay visualization focuses on a fresh research phrase. Novelty term or Thing in research related to the climate of Esports Managements shown in Fig. 13 https://doi.org/10.34010/injiiscom.v4i1.9570 Selvia Lorena Br Ginting. A Computational Bibliometric Analysis of Esport Management using… | 42 DOI: https://doi.org/10.34010/injiiscom.v4i1.9570 p-ISSN 2810-0670 e-ISSN 2775-5584 Fig. 12. Visualization Esports Management network Fig. 13. Overlay Esports Management visualization https://doi.org/10.34010/injiiscom.v4i1.9570 43 | International Journal of Informatics Information System and Computer Engineering 4(1) (2023) 31-48 DOI: https://doi.org/10.34010/injiiscom.v4i1.9570 p-ISSN 2810-0670 e-ISSN 2775-5584 In the depiction of Thing or term type Overlay, the popularity of each year can be seen. On Visualization Overlay, various hues indicate the duration of an extension in a specific period. In this research, the years 2017 to 2022 are considered. More dark colors approach purple, indicating that research on a particular Thing or term will be concluded by 2017. In the meantime, the hue is approaching yellow in a lighter fashion. 3.5. Density visualization of Esports Management Density Visualization is the third and final mapping depiction in the VOSviewer software. Fig. 14 depicts a visualization of Density Esports Management. The colors that appear in a term can be mapped using this method. If the color that appears becomes paler, then interest in the term is increasing. Conversely, if the color is becoming darker or more diminished, the frequency of research on the term is decreasing. Yellow color terms are depicted in Fig. 14 as having a diameter that is relatively large. These concepts are referred to as emission, Esports, Esports Management, Gaming, and Development. Visualization density about climate Esports Management research is in the picture above, which means that on the map density showing results analysis use all article regarding Esports Management in 2017-2022. In Fig. 14 is depicted a yellow pattern whose keyword density increases as the circle's diameter increases, indicating that they are more prevalent. If the color on the map fades or blends with the background color green, it indicates that the keyword appears less frequently. Fig. 14. Visualization Density Esports Management network https://doi.org/10.34010/injiiscom.v4i1.9570 Selvia Lorena Br Ginting. A Computational Bibliometric Analysis of Esport Management using… | 44 DOI: https://doi.org/10.34010/injiiscom.v4i1.9570 p-ISSN 2810-0670 e-ISSN 2775-5584 4. CONCLUSION The purpose of this study is to evaluate and assess the bibliometric literature on Esports Management. The keyword "Esports Management" is used to retrieve data based on a subject area containing keywords, abstracts, and titles. After data processing and filtration, 999 relevant articles were obtained. To generate mapping data, a device soft VOS viewer is used. Using visualization grid, overlay, and density to map data. Based on results in mapping and analysis use VOS viewer, obtained that study regarding financial management with the term Esports Management in 2017-2022 decreased from every year to year. In research this, using method bibliometrics to identify theme main in every field studies before, because important to assess novelty in future research. REFERENCES Al Husaeni, D. F., & Nandiyanto, A. B. D. (2022). Bibliometric using Vosviewer with Publish or Perish (using google scholar data): From step -by-step processing for users to the practical examples in the analysis of digital learni ng articles in pre and post Covid-19 pandemic. 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