Electronic sports: A new marketing landscape of the experience economy

被引:112
|
作者
Seo, Yuri [1 ]
机构
[1] Victoria Univ Wellington, Sch Mkt & Int Business, POB 600, Wellington 6140, New Zealand
关键词
computer games; experience economy; value co-creation; electronic sports; eSports;
D O I
10.1080/0267257X.2013.822906
中图分类号
F [经济];
学科分类号
02 ;
摘要
Competitive computer gaming (eSports) has emerged as an important aspect of virtual- world consumption. This paper advances the concept of eSports consumption in marketing by developing the experiential perspective of competitive gaming as an assemblage of multiple interrelated experiential performances, which traverse the virtual and real worlds. In order to understand how the experiential value of eSports is emergent, the paper moves towards exploring the roles of various stakeholders within the value network of eSports actors. The findings show that the collaborative efforts of gaming companies, players, online communities, governing bodies, and many other stakeholders play important roles in enriching and sustaining the experiential value of eSports consumption. The paper concludes that companies need to shift their focus away from the aspects of computer games per se, and to move towards the collaborative design and management of eSports experience within the value network of multiple marketing actors, which increasingly charts the landscape of this newly emerged consumption site.
引用
收藏
页码:1542 / 1560
页数:19
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