The players' perspective of value co-creation in esports service ecosystems

被引:4
|
作者
Roth, Alexander [1 ,2 ]
Kunz, Reinhard E. [1 ,3 ,4 ]
Kolo, Castulus [2 ]
机构
[1] Univ Cologne, Fac Management Econ & Social Sci, Dept Media & Technol Management, Cologne, Germany
[2] Macromedia Univ Appl Sci, Fac Culture Media & Psychol, Munich, Germany
[3] Bauhaus Univ, Fac Media, Dept Media Management, Weimar, Germany
[4] Bauhaus Univ Weimar, Fac Media, Dept Media Management, Albrecht Durer Str 2, D-99425 Weimar, Germany
关键词
Esports players; esports service ecosystem; service-dominant logic; value co-creation; DOMINANT LOGIC; CUSTOMER PARTICIPATION; METHOD VARIANCE; SPORT; COCREATION; FRAMEWORK; ENGAGEMENT; INNOVATION; VARIABLES; MODELS;
D O I
10.1080/16522354.2023.2225299
中图分类号
F [经济];
学科分类号
02 ;
摘要
The esports industry still exhibits progressive growth driven by digital transformation and an increasing followership. Such dynamic development involves manifold interactions between multiple actor types captured as value co-creation (VCC). Esports players comprise a key and specific group of actors. With various levels of professionalisation, they attract huge audiences in stadiums and on screen. Empirical insights can reveal the players' perspective of VCC and thus inform managerial decision-making. This study's primary purpose is to contextualise, specify and measure VCC in esports as a reliable and valid concept. Also, by applying structural equation modelling, VCC's impact on satisfaction with the service and financial rewards is empirically tested. Media companies benefit from tapping into esports players' resources in co-creation activities to venture into this prospering industry.
引用
收藏
页数:25
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