Search results
1 – 10 of 532Zsolt Havran, Attila Kajos and Bálint Mazzag
The environmental characteristics of international football can vary significantly from one country to another. As a result, the economic and market possibilities and the…
Abstract
Purpose
The environmental characteristics of international football can vary significantly from one country to another. As a result, the economic and market possibilities and the objectives of each national league are very heterogeneous. This article aims to examine the differences in revenue structures amongst European national football leagues (n = 50) and cluster them based on these structures. It also investigates which revenue structure would be more effective for similar leagues, considering the previously mentioned varying environmental characteristics of international football.
Design/methodology/approach
The study utilises a theoretical framework of business modelling, applied in a unique way to league organisers of national championships. Data on sports and business aspects were collected from sources such as the Union of European Football Associations (UEFA) Financial Benchmarking Reports, transfermarkt.de and related sources for the period 2015 to 2018. K-means cluster analysis, using the Euclidean distance approach, was employed to develop clusters based on revenue sources over a four-year average.
Findings
The paper presents the characteristics and year-to-year changes of nine developed clusters. Throughout the analysis, variables such as average overpayment and inequality between player values amongst leagues were prioritised. The study's practical implications can assist league organisers in enhancing the competitiveness of their leagues, supported by short case studies that provide illustrative examples.
Originality/value
The novelty of the current article lies in introducing innovative variables such as the variance of player value whilst focussing on meso-level analysis, providing a fresh contribution to the existing literature in the field for understanding revenue structures and performance in European national football leagues.
Details
Keywords
Ssu-Yun Chou, Wooyoung (William) Jang, Shang Chun Ma, Ching-Hung Chang and Kevin K. Byon
The tremendous market growth of mobile platforms for esports underscores the need to understand players' psychological states and consumption behavior. Based on flow theory, this…
Abstract
Purpose
The tremendous market growth of mobile platforms for esports underscores the need to understand players' psychological states and consumption behavior. Based on flow theory, this study examines players' psychological states (flow and clutch experiences) and consumption behavior based on the interaction effects of playing frequency, playing duration and players' levels on the PC (LOL – League of Legends) and mobile (LOLWR – League of Legends: Wild Rift) versions of the same esports title.
Design/methodology/approach
Data were collected from 930 valid responses and analyzed with confirmatory factor analysis and multiple regression (PROCESS macro, Model 3).
Findings
There are two main findings. First, across PC and mobile participants, casual gamers (low playing frequency and duration) have firm purchase intention when they have a clutch experience, but flow experience hinders their purchasing intention. Second, hardcore gamers' (high playing frequency and duration) psychological states are clearly distinguished according to technological platforms. Flow experience is the most effective for their purchase intention in the PC platform, but both flow and clutch states are important in the mobile platform. Flow experience is essential overall for hardcore gamers to intend their in-game item purchasing.
Originality/value
This study has two primary originality/values. First, this study explores flow and clutch together to measure psychological states and the impact on the purchase intention of in-game items. Second, the interacting effects of playing frequency, duration, and skill level with technical platforms (i.e. PC and mobile) for esports gaming.
Details
Keywords
The purpose of this chapter is to try to describe how the digital goods or services in the Gaming Industry, which creates digital games as the core product, make omnichannel…
Abstract
The purpose of this chapter is to try to describe how the digital goods or services in the Gaming Industry, which creates digital games as the core product, make omnichannel marketing applications different from other industries with case studies by considering physical products and other consumer touchpoints. Findings in the chapter were obtained as a result of case analysis of various companies that achieved certain successes in Gaming Industry and implemented Omnichannel Marketing techniques. To mention the findings of the chapter, it can be understood that the ways in which Omnichannel Marketing philosophy is implemented in the game industry are strategically highly variable and creative. Digital products, which are introduced as core products, can be seen in a very different physical environment in order to establish a 360-degree connection with the consumer. This study attempts to contribute to the omnichannel marketing literature specifically in Gaming Industry. It depicts different strategic approaches by trying to reveal Omnichannel touchpoints to the industry-specific consumer. The rarity of the analysis of Omnichannel Marketing practices in the Gaming Industry adds originality.
Details
Keywords
Reinhard E. Kunz, Alexander Roth and James P. Santomier
Electronic Sports (eSports) is an emerging sector of the sports and entertainment industry experiencing an accelerated increase in consumer and sponsor demand. This paper aims to…
Abstract
Purpose
Electronic Sports (eSports) is an emerging sector of the sports and entertainment industry experiencing an accelerated increase in consumer and sponsor demand. This paper aims to study selected cases of eSports service ecosystems, to identify similarities and differences and to understand the different roles, relationships and multiple interactions of actors involved in value co-creation processes.
Design/methodology/approach
This empirical paper follows the service-dominant logic to highlight value creation. Based on the sport value framework, an organizing logic for the actors in sports-related ecosystems to exchange service and co-create value, the authors apply the conceptualization of an eSports service ecosystem framework in which actors create value through their interactions. A case study approach was applied to qualitatively describe two cases of value co-creation by multiple actors during three eSports events. Case study 1a is the 2019 League of Legends World Championship Finals in Paris. Case study 1b is the 2020 League of Legends World Championship Finals in Shanghai. Case study 2 is the BLAST Premier Counter-Strike: Global Offensive Global Final 2020, which was entirely virtual.
Findings
The outcome is an empirically investigated conceptual framework of multiple actors co-creating value within a service ecosystem in eSports. The insights of the cases explain how actors interact with each other and co-create value during events in eSports ecosystems. The cases illustrate interactions in the context of eSports where the actors are connected within ecosystems. This enables further development of a value co-creation concept and a better understanding of value co-creation in eSports.
Originality/value
This study contributes to research by explicating a theoretically grounded framework for eSports service ecosystems based on empirical evidence. This research extends the scope of value co-creation beyond the firm–customer dyad to a service ecosystem in eSports, demonstrating the dynamic interactions of multiple actors.
Details
Keywords
The majority of research to date has focused on how to leverage the effectiveness of in-game marketing campaigns. However, the author’s understanding of how to segment consumers…
Abstract
Purpose
The majority of research to date has focused on how to leverage the effectiveness of in-game marketing campaigns. However, the author’s understanding of how to segment consumers for game consumption is limited. This research aims to focus on how consumers’ political ideology could influence consumers’ game choices.
Design/methodology/approach
This study used one state-level Google trend data and two experiments to show the effect of political ideology on consumers’ game choice.
Findings
This study found that liberals prefer non-persistent world games and conservatives prefer persistent world games. These effects occur because consumers’ political ideology alters their motivation to search for new opportunities, and this motivation, in turn, determines their choices. Finally, this study demonstrates the moderating role of brand familiarity in the effect of political ideology on game choice.
Research limitations/implications
This study offers a new angle for game and marketing research about how consumers’ beliefs such as political ideology can change consumers' thoughts and preferences about games.
Practical implications
This study offers new insight into the gaming industry and marketers. They can use political ideology as a new and effective way to segment consumers.
Social implications
These findings offer important insights into the ubiquitous nature of games in consumers’ everyday lives by detailing how political ideology influences game choice.
Originality/value
This paper fulfills an identified need to study how an important industry such as gaming can be effectively segmented through an important factor such as political ideology.
Details
Keywords
The purpose of this research is to explore the critical success factors of mobile animation games, by exploring the game itself, information systems, game motivation and…
Abstract
Purpose
The purpose of this research is to explore the critical success factors of mobile animation games, by exploring the game itself, information systems, game motivation and promotional activities, as well as conducting research and analysis on mobile animation game players.
Design/methodology/approach
This research used the Analysis Hierarchy Process (AHP) method and the consistent fuzzy preference relationship for data analysis. In this study, collect 1,286 valid questionnaires through online questionnaire surveys. And comparing the two games “Legend Showdown” and “Tower of Gods and Demons”, players believe that the more successful mobile animation game is “Legend Showdown”.
Findings
Through experimental design, and the consistent fuzzy preference relationship for data analysis. The results found that the critical factors considered by the player in relation to the mobile animation game were firstly the information system, followed by promotional activities, game motivation and finally the game itself.
Research limitations/implications
Because this research does not involve the concept of fuzzy theory at all, it is easy to produce subjective, uncertain and ambiguity issues when comparing pairwise. We recommended that follow-up researchers can use fuzzy semantic preference relations to solve this problem.
Originality/value
This study proposed a new approach that takes the critical factors for the mobile animation game. According to the research results, the critical success factor of mobile animation games is the information system, as it could provide a reference direction for game manufacturers when designing or formulating marketing strategies in the future.
Details
Keywords
Abstract
Purpose
Social media's role in engaging participants in sports events, particularly during the pandemic, is acknowledged. However, previous studies often utilized sports events for diverse objectives but overlooked brand equity's influence on sports event development. And very limited research explores social media's impact on brand equity in esports events, despite its significance. Therefore, this study aims to explore how social media affects esports event brand equity and participants' satisfaction and engagement with social media through brand equity's influence.
Design/methodology/approach
The study focused on League of Legends World Championships (LOLWC) participants, who completed a self-judged questionnaire online. The questionnaire included demographic details and latent constructs. Data analysis involved two steps: exploratory factor analysis (EFA) to assess measurement scale validity and structural equation modeling (SEM) to study relationships between traits.
Findings
The results reveal that, within the esports event context, controlled communication exerts a meaningful and dual impact – both directly and indirectly – on the fundamental components of brand equity. This, in turn, serves as a catalyst for increasing participant contentment and their posting intention.
Originality/value
This study applies brand equity theories to the esports domain, exploring participant-based brand equity concepts, user behavior and the influence of social media communication on event branding and engagement. It also recommends strategies for event improvement, emphasizes controlled communication for brand equity and highlights marketing's role in brand awareness, association and participant satisfaction. Additionally, it suggests government regulation to address cyber violence during esports events.
Details
Keywords
The purpose of this paper is to study virtual resistance towards the introduction of Norway's first professional eSport league in the category of sport video games (SVGs), Eserien…
Abstract
Purpose
The purpose of this paper is to study virtual resistance towards the introduction of Norway's first professional eSport league in the category of sport video games (SVGs), Eserien – the professional FIFA league and its inclusion in the Norwegian Football Federation.
Design/methodology/approach
A qualitative content analysis of texts published from the first season of Eserien was launched (December 2018) and during the first season of Eserien (April 2019 to December 2019) in Norwegian online spaces. Based on this approach, a total of 23 texts were subjected to a qualitative content analysis. The theoretical framework for the analysis of the material is Guttmann's (1978/2004) characteristics of modern sport and processes of sportification, as well as conceptualizations of the sport-health ideology in national and international sport policies today.
Findings
The arguments made against the inclusion of the professional FIFA league Eserien as part of the Norwegian Football Federation revolves around three main themes: (1) eSport as something unhealthy and inactive, (2) issues of cheating and match fixing in professional eSports and (3) threats professionalized eSport poses for traditional football clubs and players in terms of securing sponsorship and gaining media attention.
Research limitations/implications
A limitation is the small sample size consisting of data from the first season of the first professional FIFA league organized by a Norwegian governing sport body. More research is needed to support the results found here, and readers should be careful to transfer the findings from this study to other sporting contexts.
Originality/value
This study is an empirical exploration of resistance towards eSport expressed by traditional sport fans. These insights expand on existing sport management research on spectators, commercialization and professionalization of eSport.
Details
Keywords
Wooyoung (William) Jang, Kevin K. Byon, Antonio Williams and Paul M. Pedersen
While each genre and gender has been revealed as significant moderators for esports gameplay intention, exploring the interaction effects between genre and gender could broaden…
Abstract
Purpose
While each genre and gender has been revealed as significant moderators for esports gameplay intention, exploring the interaction effects between genre and gender could broaden our understanding of the drivers’ relative effects on esports gameplay intention. Thus, the purpose of this study is to examine the interaction effects of gender and genre in the relationship between esports gameplay intention and its drivers (i.e. hedonic motivation, habit, price value, effort expectancy, social influence and flow).
Design/methodology/approach
The hypothesized model was examined using data from a sample (N = 1,194). For the purposes of data analysis, confirmatory factor analysis and structural equation modeling were used to examine the hypothesized model. Then, a series of structural invariance tests were conducted to compare the interrelationship between the six determinants and esports gameplay for the six-group model.
Findings
The results of the six-group model comparison indicated that the interaction between gender and genre moderates the relationship between drivers and esports gameplay intention. In particular, the following moderation effects were observed: (1) “social influence-esports gameplay intention” between “male-physical enactment” and “female-physical enactment”; (2) “habit-esports gameplay intention” and (3) “effort expectancy-esports gameplay intention” between “female-imagination” and “female-physical enactment”; (4) “hedonic motivation-esports gameplay intention” and (5) “effort expectancy-esports gameplay intention” between “female-physical enactment” and “female-sport simulation.”
Originality/value
The findings of this current study contributed to clarifying the genre and gender effects in esports gameplay intention and thus the extension of the Esports Consumption (ESC) model (Jang et al., 2020a) and the technology adoption literature. Since the ESC model grounded the Unified Theory of Acceptance and Use of Technology 2 (UTAUT2), the improvement of the ESC model extended UTAUT2. In consumer behavior research in the esports context, this current study contributed to the extension of UTAUT2 on the new moderating mechanisms by adding the interaction between gender and esports game genre.
Details