Incidence of organizational culture on the sporting performance of eSport teams

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Juan Soria Maldonado
Angie Fernández Lorenzo

Abstract

eSports or electronic sports have gained global relevance, but in Latin America there is a development gap compared to other regions. The objective of this research was to analyze the influence of organizational culture on the performance of Valorant eSports teams that participated in the tournament called 88 CUP. The tournament took place from February 19 to April 30, 2023, with the participation of 35 teams from Ecuador, Colombia, Mexico, Guatemala, Venezuela, Costa Rica, Cuba, El Salvador, Honduras, Panama, Peru and the Dominican Republic. The Cameron and Quinn instrument, adapted by Ibarra (2019), was used to evaluate organizational culture, and for sports performance, data was collected on the average combat score in the 88 CUP tournament; through this score, the sports performance index was calculated on a scale from 0 to 100. The data study was carried out with the analysis of non-linear principal components and structural equations. The results showed an average sports performance of 25 out of 100 points and only 10% of the teams achieved a performance greater than 70. In addition, the adhocratic and clan culture prevail in the teams studied. A causal relationship model of organizational culture on sports performance was established, where the adhocratic, hierarchical and market dimensions had a significant and positive impact; meanwhile, the clan dimension had a significant and negative influence on sports performance.

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Soria Maldonado, J., & Fernández Lorenzo, A. (2023). Incidence of organizational culture on the sporting performance of eSport teams . PODIUM - Journal of Science and Technology in Physical Culture, 18(3), e1537. Retrieved from https://podium.upr.edu.cu/index.php/podium/article/view/1537
Section
ORIGINAL ARTICLES

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