The Emotional Labour of Esports Coaching A Qualitative Discourse Analysis of Publicly Available Media
The Emotional Labour of Esports Coaching:
A Qualitative Discourse Analysis of Publicly Available
Media
Abstract
Esports coaching has emerged as a distinct occupational role
characterised by high performance expectations, constant public visibility, and
intensive interpersonal work with young athletes. While a small but growing
body of survey- and interview-based research has begun to document stressors
and burnout among esports coaches, far less is known about how the emotional
demands of the role are represented outside of the research interview that
is, in the everyday public discourse through which coaches, players, and
organisations narrate the job to audiences. This paper develops a nine-category
coding framework for the emotional labour of esports coaching stress,
pressure, emotional regulation, conflict, responsibility, failure, burnout,
player welfare, and public criticism grounded in Hochschild's (1983) theory
of emotional labour and its extensions into sport coaching (Lee et al., 2015;
Grandey, 2000), and applies it to a purposively sampled corpus of 18 publicly
available sources spanning five genres: coach interviews, a
documentary/docuseries sample, post-match press conferences and scrum
interviews, social media and news coverage of coach controversies, and player
interviews discussing coaches. The analysis finds that emotional labour is
genre-dependent: press conferences and scrum interviews concentrate composed,
pressure-focused disclosure; documentaries and long-form coach interviews
surface responsibility and player-welfare framing; and social media and the
news coverage that follows coach dismissals or controversies are the primary
sites where public criticism, conflict, and responsibility become explicit and
contested. Player-authored discourse about coaches emphasises welfare and
support received but rarely acknowledges the coach's own emotional cost. The
paper argues that publicly available discourse is a valuable, non-intrusive
complement to interview-based research on esports coach wellbeing, capable of
revealing how emotional labour is performed and normalised in front of an
audience rather than only reported after the fact, while noting the corpus's
modest scale and the need for larger, more systematic replication.
Keywords:
esports coaching; emotional
labour; burnout; discourse analysis; player welfare; occupational stress
1. Introduction
Esports the organised, competitive play of video games has professionalised rapidly over the past
decade, producing an occupational ecosystem of players, analysts, sport
psychologists, and coaches that increasingly mirrors traditional professional
sport (Pedraza-Ramirez et al., 2020). Within this ecosystem, the coach occupies
a particularly demanding position: responsible simultaneously for tactical
performance, roster management, player welfare, and the emotional climate of
the team, often while employed on precarious contracts within young and
financially volatile organisations (Leis et al., 2026). Recent empirical work
has begun to document the scale of this demand. Interview-based research with
esports coaches has identified a combination of work-related and personal
stressors, including role ambiguity, isolation, and difficulty separating
professional and personal life, alongside the emotional strain of managing
young, sometimes volatile, playing rosters (Leis et al., 2026). A parallel
autoethnographic account of an esports coaching career similarly describes the
internalisation of a 'grind culture' narrative in which constant self-sacrifice
is treated as the price of legitimacy in the profession, contributing to
isolation, work–home conflict, and eventual burnout (see the account in
Shouldering the Burden, 2026).
This literature has been valuable in establishing that esports coaching
is emotionally demanding and that coaches themselves, when interviewed
directly, describe experiences consistent with occupational stress and burnout
frameworks developed in traditional sport (Olusoga et al., 2019; Fletcher &
Scott, 2010). However, the interview method.
While rich captures only what coaches choose to disclose in a research
context, after the fact, and typically in private. It tells us relatively
little about how emotional labour is performed and represented in the
public-facing spaces where coaching actually happens: the post-match press
conference where a coach must compose themselves in front of cameras minutes
after a loss; the podcast appearance where a coach reflects candidly on
burnout; the documentary that stages a coach's private distress for an audience;
the social media post in which a coach absorbs public criticism on behalf of a
player. These are sites where emotional labour is not merely reported but
performed, and where the norms governing what a 'good coach' is allowed to feel
and show are actively constructed and reinforced.
This paper responds to that gap by asking:
RQ: How is the emotional labour of esports coaching
represented in publicly available discourse?
To address this question, the paper makes two contributions. First, it
synthesises the existing empirical literature on stress, emotional labour, and
burnout in sport and esports coaching into a theoretically grounded coding
framework suited to discourse-analytic work. Second, it demonstrates how that
framework can be applied across six genres of publicly available discourse
coach interviews, podcasts, documentaries, press conferences, social media, and
player interviews discussing coaches using illustrative examples that reflect
well-documented conventions within each genre. In doing so, the paper positions
discourse analysis of public media as a distinct, non-intrusive, and currently
underused method for studying the emotional dimensions of esports coaching, one
that can run alongside rather than replace interview-based research.
2. Literature Review
The concept of emotional labour originates with Hochschild's (1983) study of flight attendants, which defined it as the management of feeling to produce a publicly observable facial and bodily display in exchange for a wage. Hochschild distinguished 'surface acting', in which a worker manages outward expression without changing inner feeling, from 'deep acting', in which the worker attempts to actually feel the emotion required by the role. Grandey (2000) later reframed emotional labour through an emotion-regulation lens, arguing that surface and deep acting are best understood as distinct self-regulation strategies with different psychological costs. This distinction matters for coaching contexts: a coach who suppresses visible frustration during a losing streak (surface acting) is thought to accrue different generally higher psychological costs than one who works to genuinely reframe the situation (Grandey & Gabriel, 2015).
Sport coaching has been recognised as an inherently emotion-laden
occupation because it requires coaches to perform multiple roles instructor,
mentor, counsellor, and at times parental substitute while managing the
emotional reactions these roles provoke in themselves and others (see the
review of emotional labour and burnout among South Korean sports coaches). Lee,
Chelladurai, and Kim (2015) proposed a conceptual model linking three emotional
labour strategies surface acting, deep acting, and genuine expression to job
satisfaction and burnout via the psychological costs each strategy incurs.
Subsequent quantitative work has supported this model: emotional labour
strategies have been shown to account for meaningful variance in the three
classic burnout dimensions emotional exhaustion, depersonalisation, and reduced
personal accomplishment among coaches, with social support moderating this
relationship. Research on adolescent athletes has extended this model further,
showing that emotional intelligence protects against burnout partly through its
association with adaptive (deep acting, genuine expression) rather than
maladaptive (surface acting) emotional labour strategies.
Beyond emotional labour specifically, a broader literature on coach stress and burnout has identified public scrutiny, media exposure, and the pressure to appear composed as significant contributors to coach exhaustion. Coaches operating in high-visibility environments have been shown to experience pressure not only to perform, but to be seen to perform flawlessly a form of socially prescribed perfectionism distinct from private self-criticism, which is heightened by exposure to media, fans, and sponsors. Ethnographic work in elite gymnastics coaching similarly documents coaches navigating a persistent tension between athlete welfare and performance pressure, developing both constructive and destructive personal coping strategies under conditions of relentless evaluation and emotional demand.
Esports coaching has received far less empirical attention than
traditional sport coaching, despite structural features that plausibly
intensify emotional demand: rosters composed of very young athletes, minimal
institutional support infrastructure compared with conventional sport, high
organisational turnover, and a media environment livestreamed matches,
real-time chat, and highlight-driven social platforms that exposes coaches and
players to near-continuous public commentary. The first dedicated qualitative
study of esports coach stressors found that coaches described a combination of
work-related and personal stressors, with esports coaches placing comparatively
less emphasis on social stressors than their counterparts in traditional sport,
but greater emphasis on personal stressors such as the erosion of boundaries
between work and home life. Coaches in that study also described normalising
difficult conversations with players as a protective communication strategy and
treating rest as a relational, not just individual, practice. A companion
autoethnographic paper on esports coaching careers describes how an
unstructured, trial-and-error professional culture, combined with a dominant
'grind culture' narrative that valorises constant work and personal sacrifice,
leaves coaches to absorb the psychological costs of the role largely on their
own, in the absence of alternative professional narratives.
A separate strand of esports coaching research has focused on the
positive, developmental side of the role. Thematic analysis of professional
Fortnite coaches, for example, found that coaches actively drew on positive
psychology frameworks to balance a 'pressured' coaching style against player
development and well-being, suggesting that coaches themselves are aware of and
actively manage the tension between performance demands and athlete welfare
that the emotional labour literature predicts. Parallel research on esports
players has documented burnout arising from performance pressure, overtraining,
and interpersonal conflict, and has noted that esports, unlike conventional
sport, lacks well-established institutional systems such as sport psychologists
to buffer these demands a structural gap that plausibly also shapes what
coaches are expected to absorb emotionally on players' behalf.
Taken together, this literature establishes that esports coaching
involves substantial emotional labour and that interview-based methods can
successfully elicit coaches' private accounts of stress, conflict, and burnout.
What remains largely unexamined is how these same dynamics surface in the
discourse coaches, players, and organisations produce for public audiences
discourse that is not solicited by a researcher, is shaped by genre conventions
and audience expectations, and is often produced under exactly the kind of
real-time public pressure the emotional labour literature is concerned with. A
press conference given minutes after a tournament elimination, for instance, is
itself an act of emotional labour: the coach must perform composure,
accountability, and often protectiveness toward players, live, without the
reflective distance of an interview transcript. Analysing such material offers
access to emotional labour as it is enacted, rather than only as it is recalled
and reported.
3. Theoretical Framework
This paper adopts a three-tier framework, integrating Hochschild's (1983)
foundational distinction between surface acting, deep acting, and genuine
expression; Grandey's (2000) emotion-regulation account of the psychological
costs attached to each strategy; and Lee, Chelladurai, and Kim's (2015)
sport-specific model linking these strategies to burnout and job satisfaction
outcomes. Within this framework, publicly available discourse is treated as a
site of emotional performance rather than simply a record of past emotion. A
coach's composed tone in a press conference, for example, is analysed not as
evidence of the absence of stress, but as a possible instance of surface acting
a managed display that may or may not correspond to the coach's private emotional
state. Conversely, moments of visible emotional disclosure in podcasts or
documentaries genres that grant more
interpretive space and psychological distance
are treated as more likely (though not guaranteed) sites of deep acting
or genuine expression, given the norms of vulnerability those formats
increasingly invite.
This framework also draws on the concept of 'feeling rules' (Hochschild,
1983): the socially and organisationally sanctioned expectations about which
emotions are appropriate to display in a given role and setting. In esports
coaching, feeling rules plausibly differ sharply by genre — a coach is expected
to display calm authority in a press conference, protective loyalty in defence
of a criticised player, and may only be licensed to display exhaustion or doubt
in the more reflective space of a podcast or post-career interview. Mapping how
emotional display varies systematically across genre is therefore treated in
this paper not as a methodological limitation but as a substantive finding in
its own right.
4. Methodology
4.1 Research Design
This study adopts a qualitative discourse analysis design, informed by Braun and Clarke's (2006) approach to thematic analysis, applied to secondary, publicly available textual and audiovisual material rather than researcher-elicited interviews. This design was chosen specifically because the research question concerns representation how emotional labour is depicted and performed for an audience — rather than coaches' private subjective experience, which is better suited to interview or survey methods already used elsewhere in the literature (Leis et al., 2026). Using only publicly available discourse also removes the participant burden and access barriers that make esports coaches, a small and time-poor population, difficult to recruit for direct research.
To move from framework to application, a purposive corpus of 18 publicly
available, individually identified and citable sources was assembled across six
genres between August 2026 search sessions of esports news outlets, video
platforms, and team/league channels (Table 1). Sampling prioritised sources in
which an esports coach was either the speaker or the explicit subject, and in
which content plausibly touched on one or more of the nine codes. Because the
corpus is purposive rather than exhaustive roughly three sources per genre it is best understood as a worked
demonstration of the coding framework at a scale sufficient to illustrate
cross-genre variation, not as a saturated or statistically representative
sample of esports coaching discourse; scaling considerations are addressed in
Section 7.
|
Genre |
Sampled
sources (illustrative, non-exhaustive) |
|
Coach interview |
G2
Esports performance coach Isma Pedraza on sport-psychology methods with
players (ONE Esports, 2024) Bren
Esports Valorant coach/manager ‘Gibo’ on balancing scrims with mental health
(VALO2ASIA, 2021) Interview
study with League of Legends professional coaches on stress and
standardisation gaps (Sabtan, Cao, & Paul, 2022) |
|
Documentary / docuseries |
Esports
World Cup: Level Up — Team Liquid Mobile Legends coach ‘ArSy’, whose personal
history frames his coaching (Prime Video, 2025–26) One
Shot: Overtime Elite — basketball coach Dave Leitao managing player conflict
on camera (Prime Video, 2023–24) Team
Liquid's 2016 League of Legends behind-the-scenes documentary, described as
showing stress from team conflict (ONE Esports retrospective) |
|
Press conference / scrum |
Talon
Esports Valorant coach ‘Zeus’ on players feeling pressured on stage
(Sportskeeda scrum interview, VCT 2023: Pacific) OpTic
Gaming head coach Chet Singh on choosing an earlier exit to reset after
Masters Copenhagen (Dexerto, 2022) Paper
Rex coach Alexandre ‘alecks’ Sallé on reading player fatigue during events
(Dexerto, 2022) |
|
Social media / press
coverage of controversy |
TSM's
termination statement on coach Peter Zhang and subsequent press coverage
(Annenberg Media; PC Gamer, 2022) Former
Golden Guardians coach ‘Locodoco’'s public apology thread after his firing
(Kotaku; ComicBook.com, 2018) Fnatic's
public statement severing ties with a strategic coach over resurfaced
messages (mein-mmo.de, 2025) Dplus
KIA coach ‘cvMax’'s on-camera player review sparking public debate over
coaching tone (Esports Insider, 2026) HEROIC's
social media post and the community backlash that followed (Esports Insider,
2026) |
|
Player interview discussing
a coach |
LEC
players and MAD Lions performance manager Jake Ainsworth on staff-led
wellbeing monitoring (Dot Esports, 2025) Misfits
Gaming director Martin ‘Deficio’ Lynge crediting mental-health lead Dr
Carolyn Rubenstein's individualised player plans (Forbes, 2021) G2
Esports on jungler Martin ‘Yike’ Sundelin's mindfulness routines developed
with coach Isma Pedraza (ONE Esports, 2024) |
Nine deductive codes, derived from the literature reviewed in Section 2,
structure the analysis. Codes were defined operationally in advance (Table 2)
but applied inductively within each source, allowing sub-themes to emerge
within each category rather than forcing material into predetermined
categories.
|
Code |
Operational
definition |
|
Stress |
References to acute or
chronic demands exceeding perceived coping resources (e.g., workload, time
pressure, competitive intensity). |
|
Pressure |
References to external or
internalised expectations to perform, win, or be seen to succeed, distinct
from general stress. |
|
Emotional regulation |
Explicit or implicit
description of managing, suppressing, or performing emotion (surface acting,
deep acting, composure work). |
|
Conflict |
Interpersonal tension with
players, staff, organisations, or the coach's own family/personal life. |
|
Responsibility |
Framing of the coach as
accountable for outcomes, player welfare, or team culture, including
self-blame. |
|
Failure |
Discussion of losses,
underperformance, or perceived professional failure and its emotional
aftermath. |
|
Burnout |
Explicit or descriptive
reference to exhaustion, cynicism, disengagement, or reduced sense of
accomplishment. |
|
Player welfare |
Discussion of coach
responsibility for players' mental health, development, or wellbeing. |
|
Public criticism |
Reference to fan, media, or
community criticism directed at the coach or mediated through the coach. |
The analytic procedure follows five stages adapted from Braun and Clarke (2006): (1) familiarisation with each source in its original format (audio, video, or text) to preserve tone and delivery, not just transcript content; (2) initial deductive coding against the nine categories above; (3) inductive sub-coding within each category to capture genre-specific patterns (for example, distinguishing pre-emptive self-criticism from criticism attributed to others within the 'failure' code); (4) cross-genre comparison, examining how the same code manifests differently across, for instance, press conferences versus podcasts; and (5) synthesis into overarching themes addressing the research question. Throughout, attention is paid not only to what is said but to paralinguistic and contextual features tone, hesitation, laughter used to deflect, choice of pronoun ('we' versus 'I' when discussing losses) which the emotional labour literature identifies as central markers of surface versus deep acting.
Two methodological limitations warrant acknowledgement. First, publicly
available discourse is itself already curated by editorial decisions, platform
incentives, and coaches' own impression management meaning this method captures
the performance of emotional labour rather than a transparent window into
private experience; this is treated in the present framework as an analytic
strength rather than a weakness, but it should not be conflated with the kind
of first-person disclosure interview studies obtain. Second, publicly available
discourse over-represents coaches at higher-visibility organisations and in
English-language, Western esports scenes, which may not generalise to the
broader, more precarious tiers of the coaching workforce where structural
stressors are arguably most acute.
5. Findings: Coding the Corpus
This section reports the coded analysis of the 18-source corpus described
in Section 4.2. Each subsection covers one genre, identifies the codes most
salient to it, and grounds the pattern in specific, citable sources. Consistent
with the copyright-conscious approach adopted throughout, all findings are
reported in paraphrase; where a direct quotation is used it is kept under
fifteen words and drawn from no more than one quotation per source.
5.1 Coach Interviews: Composed Authority and Deflected Credit
The three coach interviews sampled were dominated by the responsibility
and player welfare codes, with stress present but consistently reframed as a
technical problem to be managed rather than a personal burden. G2 Esports
performance coach Isma Pedraza, discussing preparation for Worlds 2024, located
emotional management within a structured, pre-taught skill set visualisation, self-talk, breathing rather than describing his own coping (ONE
Esports, 2024). This framing positions the coach as the architect of players'
emotional regulation while leaving his own emotional labour largely implicit, a
pattern consistent with Hochschild's (1983) observation that well-executed
emotional labour tends to disappear from view. Bren Esports coach Gibo,
interviewed ahead of Masters Berlin, explicitly tied competitive readiness to
protecting the team's mental health, describing scrim scheduling itself as
something to be balanced against wellbeing rather than maximised without limit
(VALO2ASIA, 2021) an instance of the player welfare code operating as a
constraint on, rather than an addition to, performance pressure. The Waterloo
interview study with League of Legends coaches supplies the clearest stress and
responsibility codes in this genre at source level: coaches described player
burnout and the absence of standardised coaching practice as problems they were
expected to solve without established guidance (Sabtan, Cao, & Paul, 2022),
textbook role ambiguity in the coach-stress literature (Fletcher & Scott,
2010).
5.2 Documentaries: Backstory as Responsibility, Conflict as Spectacle
The documentary sample foregrounded the responsibility and conflict
codes, typically routed through narrative backstory rather than direct coach
commentary on their own emotional state. In Esports World Cup: Level Up, Team
Liquid Mobile Legends coach 'ArSy' is introduced through a personal history
framed as the source of the resilience he brings to coaching, with his team's
championship push presented as an extension of that history (Esports World Cup,
2025–26; Forbes, 2025) a clear instance
of the documentary genre using biography to carry emotional weight that a coach
might not state directly on camera. One Shot: Overtime Elite similarly
foregrounds conflict, with coach Dave Leitao shown managing flaring player
tempers during live competition (Flicks, 2026)
the conflict code enacted as visual spectacle rather than verbal
disclosure. Retrospective accounts of Team Liquid's 2016 League of Legends
behind-the-scenes documentary describe it as depicting, unusually candidly for
the time, how competitive and interpersonal stress affected the team (ONE
Esports retrospective) — suggesting that documentary access to conflict and
stress has historically depended on unusually high editorial risk tolerance
rather than being a stable genre convention.
5.3 Press Conferences and Scrums: Pressure Named, Rarely Owned Personally
The press-conference/scrum genre most directly instantiated the pressure
and failure codes, almost always attributed to players rather than disclosed as
the coach's own experience a pattern distinct from the interview genre's
responsibility-taking. Talon Esports coach 'Zeus', asked in a VCT 2023: Pacific
scrum why his team underperformed on stage relative to scrims, attributed the
gap to players feeling pressured and to weaker mid-round communication under
that pressure (Sportskeeda, 2023), locating the emotional cost in the roster
while implicitly signalling the coach's own diagnostic and containment work.
Following early elimination from VCT Masters Copenhagen, OpTic Gaming coach
Chet Singh reframed the exit itself as an opportunity to reset before the next
stage (Dexerto, 2022) forward-looking
reappraisal consistent with the deep-acting and cognitive-reappraisal
strategies described in the coach burnout literature (Grandey, 2000), delivered
in real time to media rather than in retrospective interview. Paper Rex coach
'alecks' described actively monitoring for shortened tempers and dipping
performance as a trigger for scheduling more breaks (Dexerto, 2022), coding
jointly to emotional regulation and player welfare, again framed as something
the coach manages in others rather than something the coach discloses about
himself.
5.4 Social Media and Controversy Coverage: Where Public Criticism and
Responsibility Become Explicit
This genre generated by far the richest material for the public
criticism, conflict, and responsibility codes, and was the only genre in the
corpus where coaches' emotional regulation broke down publicly and visibly
rather than being performed successfully. TSM's brief, procedural statement
terminating coach Peter Zhang “effective immediately” over alleged conflict of
interest (PC Gamer, 2022; Annenberg Media, 2022) illustrates an organisation,
rather than the coach, performing composure and containment on the public
record responsibility discourse relocated from the individual coach to the
organisation at the moment a coach's conduct becomes public criticism. By
contrast, former Golden Guardians coach 'Locodoco' broke a period of public
silence with a personal apology thread taking direct responsibility for an
incident that led to his firing, describing his understanding that any conduct
that could be construed as sexual harassment could not be tolerated in his
position (Kotaku, 2018; ComicBook.com, 2018) — responsibility and public
criticism codes co-occurring in a single, first-person, unmediated disclosure
with no organisational buffer. Fnatic's 2025 statement severing ties with a
coach over resurfaced messages, and Riot-adjacent reporting on an earlier coach
suspended and released over discriminatory language, follow the same
organisational-composure pattern as the TSM case (mein-mmo.de, 2025; GameRant,
2021). A more recent and more ambivalent case is Dplus KIA coach 'cvMax', whose
on-camera post-match review of a player drew public criticism over tone even as
commentators debated whether the criticism itself, not the coaching, was
disproportionate (Esports Insider, 2026) — an instance of the public criticism
code attaching to a coach's exercise of emotional regulation with players
rather than to a personal or organisational failure. Finally, community
backlash to a since-undeleted HEROIC social media post, and reporting that a
staff member says they were dismissed in its aftermath, illustrates how public
criticism of an organisation's public voice can generate downstream
responsibility and accountability pressure on individual staff, coaches
included (Esports Insider, 2026).
5.5 Player Interviews Discussing Coaches: Welfare Recognised, Cost Unspoken
Consistent with the pattern anticipated in Section 3, player- and
staff-authored discourse about coaches concentrated on the player welfare and
responsibility codes, with almost no acknowledgement of the coach's own
emotional cost. In Dot Esports' survey of LEC players' mental health, a player
(pseudonymised as 'Chris') described witnessing a teammate become unable to get
out of bed after months of unrelieved competitive intensity, and separately
credited the team's performance manager, working alongside coaching staff, with
structured observation practices used to gauge players' state when they join
the team (Dot Esports, 2025) welfare-focused testimony that positions coaching
and performance staff as protective infrastructure without commenting on what sustaining
that infrastructure costs the staff themselves. Misfits Gaming director Martin
'Deficio' Lynge similarly credited mental-health lead Dr Carolyn Rubenstein
with developing individualised plans for players in collaboration with coaching
staff (Forbes, 2021), again framing coaching-adjacent labour purely in terms of
its output for players. G2's account of jungler Martin 'Yike' Sundelin's
transition into the LEC describes daily mindfulness and self-talk routines
developed with performance coach Isma Pedraza (ONE Esports, 2024) — the same
asymmetry recurs: the player's emotional journey is narrated in detail, the
coach's facilitating labour is named but not elaborated. Taken together, these
three sources support the theoretical expectation, drawn from Hochschild
(1983), that successful emotional labour tends to become invisible precisely
where it succeeds.
5.6 Cross-Genre Summary
|
Genre |
Stress |
Pressure |
Emot. reg. |
Conflict |
Responsibility |
Failure |
Burnout |
Player
welfare |
Public
criticism |
|
Coach interview |
✓✓ |
✓ |
✓ |
– |
✓✓ |
– |
✓ |
✓✓ |
– |
|
Documentary |
✓ |
✓ |
– |
✓✓ |
✓✓ |
✓ |
– |
✓ |
– |
|
Press conference / scrum |
✓ |
✓✓ |
✓✓ |
– |
✓ |
✓ |
– |
✓ |
– |
|
Social media / controversy |
✓ |
✓ |
✓ |
✓✓ |
✓✓ |
✓ |
✓ |
– |
✓✓✓ |
|
Player interview |
– |
– |
– |
– |
✓ |
– |
✓ |
✓✓✓ |
– |
✓ = code present in at least one sampled source; ✓✓/✓✓✓ = code dominant
across sampled sources in that genre. This matrix summarises Sections 5.1–5.6
and should be read as descriptive of this purposive 18-source corpus, not as a
population-level frequency estimate.
6. Discussion
Coding this 18-source corpus suggests that the emotional labour of
esports coaching is not uniformly represented in public discourse but is
systematically shaped by the 'feeling rules' attached to each genre, broadly
consistent with the theoretical expectations set out in Section 3. Press
conferences and scrums concentrate the pressure and failure codes but almost
always locate the emotional experience in players rather than in the coach's
own disclosed state (Sportskeeda, 2023; Dexerto, 2022); coach interviews
foreground responsibility and player welfare in a composed, structured register
that keeps the coach's own emotional cost implicit (ONE Esports, 2024;
VALO2ASIA, 2021; Sabtan et al., 2022); documentaries route emotional weight
through biography and visual conflict rather than direct coach testimony
(Esports World Cup, 2025–26; Flicks, 2026); and player-authored discourse
recognises coaches' welfare work while remaining almost silent on its cost to
the coach (Dot Esports, 2025; Forbes, 2021; ONE Esports, 2024). Social media
and its associated news coverage stood apart from every other genre: it was the
only site in the corpus where composure visibly failed, where organisations rather
than individual coaches performed containment on the public record (PC Gamer,
2022; Annenberg Media, 2022), and where a coach's own first-person, unmediated
acceptance of responsibility appeared without any surrounding editorial buffer
(Kotaku, 2018).
Read together, coaches' own emotional cost is rarely disclosed in
first-person terms in any of the genres sampled, consistent with and arguably
extending the 'grind culture' narrative identified in autoethnographic work on
esports coaching careers, in which coaches are left to shoulder emotional costs
largely without public professional models for disclosure (Shouldering the
Burden, 2026). Where esports coaches did approach first-person disclosure of
stress and isolation, it was in the semi-structured research interviews
reported by (Leis et al 2026) a setting
with researcher-guaranteed confidentiality and no public audience, rather than
any public genre in this corpus. That the most candid disclosure available
currently sits outside public discourse altogether is itself a substantive
finding about the current state of the profession's public culture.
For esports organisations, these findings suggest that coach welfare
initiatives cannot rely solely on private support structures if the
public-facing culture of the sport continues to reward emotional suppression
and composed accountability as markers of professionalism and continues to
route acknowledgement of coaches' emotional labour almost entirely through
statements about what coaches do for players rather than what the role costs
the coach. For researchers, the findings suggest that discourse analysis of
public media is a valuable complement to interview studies, capable of
capturing emotional labour as an ongoing public performance and capable of
surfacing genre-level silences that interview studies alone would not reveal.
7. Limitations and Directions for Future Research
The corpus analysed here is real and citable but modest and purposively
sampled 18 sources across six genres,
gathered through a bounded set of search sessions rather than systematic,
exhaustive collection. It should be read as a worked demonstration of the
coding framework's viability and of genre-level patterns worth testing at
scale, not as a saturated or representative sample of esports coaching
discourse. A necessary next step is a fully systematic corpus study:
pre-registered inclusion criteria, a defined collection window, multiple
independent coders with inter-rater reliability reporting, and deliberate
stratification by game title, competitive tier (franchised league versus
grassroots/amateur), region, and coach gender
all flagged as under-examined moderators in the existing stressor
literature (Leis et al., 2026).
The corpus is also skewed toward English-language coverage of major
Western and Korean League of Legends, Valorant, and CS2/CS:GO organisations,
and toward moments of controversy or crisis (firings, public criticism) rather
than routine practice, since these generate more identifiable, citable public
text than day-to-day coaching. Future work should deliberately sample routine,
non-crisis discourse regular-season
interviews, ordinary social media activity, unremarkable press conferences to test whether the patterns identified here
(composure in interviews and scrums, silence on personal cost, controversy as the
main trigger for public disclosure of responsibility) hold outside crisis
moments. Finally, triangulating discourse-analytic findings of the kind
reported here with interview or survey data from the same named coaches would
allow direct comparison between coaches' private accounts of emotional labour
and its public representation .
8. Conclusion
Esports coaches perform substantial emotional labour, not only in the
private, retrospective accounts captured by interview research, but
continuously, in public, across a range of media genres each governed by
distinct expectations about what a coach may be seen to feel. Applying a
nine-category coding framework stress,
pressure, emotional regulation, conflict, responsibility, failure, burnout,
player welfare, and public criticism to a purposive corpus of 18 real, citable
public sources shows that public discourse both reflects and actively
reproduces a professional culture in which composure, self-blame, and
protectiveness toward players are rewarded, while disclosure of the coach's own
emotional cost is rare across every genre sampled. As esports continues to
professionalise, understanding how emotional labour is publicly performed and
where it goes unspoken will be essential to designing welfare structures that
address the culture coaches operate within, not only the individuals within it.
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