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1 – 10 of over 4000Max de Zoeten and Thomas Könecke
The social and economic importance esports has gained over the past decades has led to a quickly evolving academic interest in the topic. Yet, current perspectives on esports…
Abstract
Purpose
The social and economic importance esports has gained over the past decades has led to a quickly evolving academic interest in the topic. Yet, current perspectives on esports frequently are not precise enough, too context-specific and/or focus on the question whether esports is sports or not. This means that no precise structural concept has been provided thus far. Such a conceptualization as well as a categorization of esports and related types of video gaming are provided in this paper.
Design/methodology/approach
This paper is based on a narrative review considering academic literature from 2000 to 2021 and publications of relevant esports organizations. The review is conceptually extended by structural parallels to traditional sports.
Findings
The central outcome of this research is conceptualizing esports as a victory-driven, organized performance comparison of exclusively human players playing video games in a competitive setting. This comparison is based solely on the performance achieved during a defined time frame according to fixed rules with comparably equal team (starting) conditions. This conceptualization is embedded in a general categorization of video gaming based on structural similarities with and differences to esports. Moreover, characteristics that were rejected in regards to the conceptualization and the categorization are discussed.
Originality/value
This paper provides a comprehensive categorization of esports and other types of video gaming based on structural similarities and differences. It is thus of high relevance for academia and sport management practice alike and can further the development in both fields.
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Jaume García and Carles Murillo
This study investigates three issues associated with playing sports video games: the correlates of participation (and its intensity) in this type of activity, their…
Abstract
Purpose
This study investigates three issues associated with playing sports video games: the correlates of participation (and its intensity) in this type of activity, their complementarity with traditional sports and their perception as sport. Given the scarcity of data on esports participation, these results can be seen as an initial approach to these issues with regard to esports.
Design/methodology/approach
Sequential, two-part and regression models are estimated using a sample of 11,018 individuals from the Survey of Sporting Habits in Spain 2015.
Findings
First, the association of the correlates follows different patterns for participation in sports video games and its intensity. Second, complementarity with traditional sports is found using different approaches. Third, young people consider this activity as a dimension of their overall interest in sports.
Practical implications
The different association of the correlates with participation in esports and its intensity can be used to define marketing and brand investment strategies. The complementarity between esports and traditional sports should influence how the actual stakeholders in sport define future strategies to favour the growth of both industries. Finally, the increasing perception of esports as a sport should influence the future organisation of multi-sport events like the Olympic Games.
Originality/value
Using sports video games participation as a proxy of esports participation, this study is the first to provide empirical evidence of the relevance of distinguishing between participation in esports and its intensity, their complementarity with traditional sports and their perception as sport.
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Yongjae Kim and Stephen D. Ross
This study examined motivational dimensions underlying sport video game playing, from a uses and gratification perspective, with the use of focus groups and confirmatory factor…
Abstract
This study examined motivational dimensions underlying sport video game playing, from a uses and gratification perspective, with the use of focus groups and confirmatory factor analysis. Through a rigorous scale development procedure, seven motivation dimensions were identified - knowledge application, identification with sport, fantasy, competition, entertainment, social interaction and diversion. The results also suggest that the pattern of sport video game use is more purposeful and active than uses of more traditional media. Future research opportunities and managerial implications for using video games in developing a more creative and interactive communication tool are also discussed.
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Galen Clavio, Patrick M. Kraft and Paul M. Pedersen
The PGA Tour/Tiger Woods golf series was examined for brand and product placement and found to have 2,100 identifiable brand images, with all but one occurring in the final three…
Abstract
The PGA Tour/Tiger Woods golf series was examined for brand and product placement and found to have 2,100 identifiable brand images, with all but one occurring in the final three years. Brands appearing most frequently included Oakley, Nike, adidas, TW Nike and Tag Heuer. By product category, Nike was leader in equipment (36%) and Oakley in apparel (31%). The results indicate that video games are increasingly seen as viable marketing avenues.
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Beth A. Cianfrone, James J. Zhang and Yong Jae Ko
The purpose of this paper is to modify and extend the Sport Video Game Motivation Scale (SVGMS).
Abstract
Purpose
The purpose of this paper is to modify and extend the Sport Video Game Motivation Scale (SVGMS).
Design/methodology/approach
The original scale included seven factors (Competition, Diversion, Enjoyment, Fantasy, Interest with Sport, Social Interaction, and Sport Knowledge Application) with a total of 20 items. Initial modification and revision were conducted through a review of literature, adoption of pertinent theories, and a test of content validity by a panel of experts and a sample of sport video game (SVG) players. The scale was modified with additional items and three additional motivation factors, resulting in ten factors with 34 items. The revised SVGMS was administered to gamers (n=232) who played two popular SVGs.
Findings
In total, eight factors were determined in a confirmatory factor analysis (Competition, Diversion, Enjoyment, Fantasy, Social Interaction, Sport Interest, Sport Knowledge Application, and Team Identification).
Originality/value
Overall, the modified SVGMS showed good validity and reliability, providing good measurement evidence for the scale to be adopted for future investigations of motivations associated with sport video gamers.
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Craig G. Hyatt, William A. Sutton, William M. Foster and Dylan McConnell
In an era where a growing segment of fantasy league participating and video game playing sport consumers has become more interested in managing individual major league players…
Abstract
Purpose
In an era where a growing segment of fantasy league participating and video game playing sport consumers has become more interested in managing individual major league players than in following the fortunes of actual major league teams, North American major league attendance is dropping. The authors aim to argue that team management could keep their attention, strengthen the team‐fan bond, and increase attendance and overall revenue, by giving their fans input into decisions related to the team's on‐field, on‐court, or on‐ice management.
Design/methodology/approach
This paper chronicles the rise of fantasy sport and sport video game participation and argues that a new breed of sport consumer is emerging that values managing sport over spectating. Previous attempts by teams to give fans input into management decisions are outlined and critiqued.
Findings
It is suggested that teams wishing to increase the team identification and attendance frequency of these management‐centric consumers should use technology to establish a platform whereby dues‐paying members vote on team‐related management issues. Utilizing a members‐only webpage for some votes will encourage the growth of a geographically diverse fan base, while utilizing in‐stadium hand‐held wireless technology for other votes will encourage game attendance.
Originality/value
This paper has value to marketers of professional sport who are constantly searching for ways to increase fan identification and sell tickets. It also has value to sport fan academics by suggesting that traditional conceptualizations of the team‐fan bond may be becoming outdated in an era where a new generation of sport consumers is becoming increasingly player‐focused and management‐centric.
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The purpose of this paper is to investigate why do people spectate eSports on the internet. The authors define eSports (electronic sports) as “a form of sports where the primary…
Abstract
Purpose
The purpose of this paper is to investigate why do people spectate eSports on the internet. The authors define eSports (electronic sports) as “a form of sports where the primary aspects of the sport are facilitated by electronic systems; the input of players and teams as well as the output of the eSports system are mediated by human-computer interfaces.” In more practical terms, eSports refer to competitive video gaming (broadcasted on the internet).
Design/methodology/approach
The study employs the motivations scale for sports consumption which is one of the most widely applied measurement instruments for sports consumption in general. The questionnaire was designed and pre-tested before distributing to target respondents (n=888). The reliability and validity of the instrument both met the commonly accepted guidelines. The model was assessed first by examining its measurement model and then the structural model.
Findings
The results indicate that escapism, acquiring knowledge about the games being played, novelty and eSports athlete aggressiveness were found to positively predict eSport spectating frequency.
Originality/value
During recent years, eSports (electronic sports) and video game streaming have become rapidly growing forms of new media in the internet driven by the growing provenance of (online) games and online broadcasting technologies. Today, hundreds of millions of people spectate eSports. The present investigation presents a large study on gratification-related determinants of why people spectate eSports on the internet. Moreover, the study proposes a definition for eSports and further discusses how eSports can be seen as a form of sports.
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Traditional sports have seen declining participation at many levels, with football being no different. This is occurring at a time when emergent technologies present new…
Abstract
Purpose
Traditional sports have seen declining participation at many levels, with football being no different. This is occurring at a time when emergent technologies present new challenges, particularly to the crucial yet ignored cohort of millennials. Without meeting the needs of millennials, football cannot be successful in the future. This research seeks to understand how millennial football fandom (sport, not team) in Australia impacts football participation, whilst empirically examining the impact of football video games (FVGs).
Design/methodology/approach
Survey data are collected from online groups, forums and social media pages of Australian football (soccer) fans. Quantitative analysis of millennial fandom and its influence on football participation (for the first time demarcated into play and engagement) is undertaken, including the moderating influence of time spent playing FVGs, amidst covariate influences of age and number of children.
Findings
Results highlight the multi-dimensionality of millennial football fandom in Australia, reveal the typical hours spent playing football across a range of participation types (including play and engagement), support fan involvement’s influence on engagement with football, establish that a desire to interact with other football fans manifests in playing more football, specify how playing FVGs moderates these relationships, supports the covariate influences of age and evidences that playing FVGs does not hamper football play.
Originality/value
This is the first study to examine millennial fans of football (the sport, not tied to a club) and the influence of fandom on football participation. By separating football participation into two forms, play and engagement, we highlight discrete influences, whilst evaluating for the first time the moderating influence of the time millennials spend playing FVGs. For sport managers and administrators, these are important findings to facilitate better segmentation, recruitment, retention and participation, each with broader societal health benefits. This is undertaken in Australia where football is not a dominant code, relegating fandom to a niche, thus revealing important findings for sports and business management.
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Among scholarly analyses of sport demand, few have considered the demand for match replays despite replays' indispensable role in sport broadcasts. Different from live matches…
Abstract
Purpose
Among scholarly analyses of sport demand, few have considered the demand for match replays despite replays' indispensable role in sport broadcasts. Different from live matches, viewers of match replays generally have access to match outcomes. Outcome uncertainty is thus less relevant in attracting viewers. This paper addresses this research gap by analyzing the demand for replays of competitive esports matches.
Design/methodology/approach
We collected match replay data for two competitive esports leagues, CrossFire Pro League and King Pro League, from two Chinese esports online platforms, Douyu.com and Huya.com. Drawing on two economic theories of superstar effects—a skilled-based theory and a popularity-based theory, we performed regression analyses and dominance analyses to examine the demand for esports match replays.
Findings
Our results indicated skill to be more important in the demand for tactical games while non-skill-popularity is more instrumental in attracting viewers to replays of leisurely games. The platform with knowledge-sharing features also exhibited a stronger skill impact for tactical games.
Originality/value
Findings contribute to the understanding of sport match replays and offer implications for esports organizers and broadcasters to market games effectively.
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