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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Corpus sources (Section 5):

Annenberg Media. (2022, March 31). TSM coach fired due to ‘serious allegations of conflict of interest’. https://www.uscannenbergmedia.com/2022/03/31/tsm-coach-fired-due-to-serious-allegations-of-conflict-of-interest/

ComicBook.com. (2024, October 7). Fired League of Legends coach discusses ‘inappropriate’ incident. https://comicbook.com/gaming/news/league-of-legends-locodoco-fired/

Dexerto. (2022, August 1). The Valorant Champions Tour circuit's burnout problem. https://www.dexerto.com/valorant/the-valorant-champions-tour-circuits-burnout-problem-1890042/

Dot Esports. (2025, December 17). Depression, burnout, insomnia: LEC pros reveal the mental toll of a LoL esports career. https://dotesports.com/league-of-legends/news/depression-burnout-insomnia-lec-pros-reveal-the-mental-toll-of-a-lol-esports-career

Esports Insider. (2026, May 14). cvMax's harsh coaching walks a fine line between effective and causing damage. https://esportsinsider.com/2026/05/cvmax-harsh-coaching-controversy

Esports Insider. (2026, May 22). ‘This is why we needed ESL Impact’: The HEROIC post is more serious than esports would like to admit. https://esportsinsider.com/2026/05/heroic-problematic-tweet-explained

Forbes. (2021, June 9). Why esports team Misfits is prioritizing mental health for players and staff. https://www.forbes.com/sites/mikestubbs/2021/06/09/why-esports-team-misfits-is-prioritizing-mental-health-for-players-and-staff/

Forbes. (2025, June 3). The stories behind the competition: ‘Esports World Cup: Level Up’ docuseries drops June 6 on Prime Video. https://www.forbes.com/sites/marcberman1/2025/06/03/the-stories-behind-the-competition-esports-world-cup-level-up-docuseries-drops-june-6-on-prime-video/

Flicks. (2026). One Shot: Overtime Elite – Season 1. https://www.flicks.co.nz/tv/one-shot-overtime-elite-season-1/

GameRant. (2021, November 16). League of Legends coach fired following suspension for ‘discriminatory language’. https://gamerant.ardorviridis.net/league-of-legends-origen-coach-fired-suspension-discrimination/

Kotaku. (2018, February 27). Fired League of Legends coach: The story I told ‘wasn't sexually explicit,’ but could be ‘construed or interpreted as sexual harassment.’ https://kotaku.com/fired-league-of-legends-coach-the-story-i-told-wasnt-1823347061

mein-mmo.de. (2025, June 30). LoL team fires coach for ‘disgusting thing’ he did at 16. https://mein-mmo.de/en/lol-team-fires-coach-for-disgusting-thing-he-did-at-16,499868/

ONE Esports. (2024, October 11). Esports performance coach injects psychology interventions. https://www.oneesports.gg/league-of-legends/performance-coach-esports/

PC Gamer. (2022, March 21). Fired LoL coach 'literally asked everyone for money' says former pro. https://www.pcgamer.com/fired-lol-coach-literally-asked-everyone-for-money-says-former-pro/

Sabtan, B., Cao, S., & Paul, N. (2022). Current practice and challenges in coaching esports players: An interview study with League of Legends professional team coaches. Entertainment Computing. https://www.sciencedirect.com/science/article/abs/pii/S1875952122000052

Sportskeeda. (2023, April 17). ‘Players feel pressured’ – Zeus on Talon's inability to replicate their scrims performance on stage in VCT 2023: Pacific League. https://www.sportskeeda.com/valorant/news-players-feel-pressured-zeus-talon-s-inability-replicate-scrims-performance-stage-vct-2023-pacific-league

VALO2ASIA. (2021, September 3). Bren Esports Valorant on the mental health coach impact to the team, Filipino community, and more. https://valo2asia.com/bren-esports-valorant-interview-masters-berlin/

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