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1 – 10 of 305
Expert briefing
Publication date: 11 April 2019

E-sports market.

Details

DOI: 10.1108/OXAN-DB243111

ISSN: 2633-304X

Keywords

Geographic
Topical
Book part
Publication date: 21 November 2022

Yan Han Wang, Hélène de Burgh-Woodman and Keri Spooner

In their work on ‘online consumer stewards’ in E-sports, the authors point to the competing social and commercial imperatives that govern behaviour and who can be seen as…

Abstract

In their work on ‘online consumer stewards’ in E-sports, the authors point to the competing social and commercial imperatives that govern behaviour and who can be seen as ‘authentic’ in a fast-paced digital environment. Drawing on insights from Bauman’s work on ‘liquidity’ they explore the case of Starcraft II, a global, multi-player online game, and show how the most successful stewards need to be both adaptable and free-floating whilst at the same time anchored in solid community structures. The most successful of these stewards are then able to leverage this (perceived) authenticity to meet both community and commercial objectives.

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Cultures of Authenticity
Type: Book
ISBN: 978-1-80117-937-9

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Book part
Publication date: 26 November 2020

Mert Üstündağ

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.

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Managing Customer Experiences in an Omnichannel World: Melody of Online and Offline Environments in the Customer Journey
Type: Book
ISBN: 978-1-80043-389-2

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Expert briefing
Publication date: 23 February 2022

The music industry and fashion retailers are pioneers in using the metaverse to promote their brands and products and generate revenue from the burgeoning marketplace for virtual…

Details

DOI: 10.1108/OXAN-DB267480

ISSN: 2633-304X

Keywords

Geographic
Topical
Expert briefing
Publication date: 21 January 2019

Videogaming growth.

Article
Publication date: 1 January 2012

Andreas Hebbel-Seeger

The relationship between real sport and its digital adaptation is significantly influenced by technological advancements. However, it is not a process that has developed in a…

2815

Abstract

The relationship between real sport and its digital adaptation is significantly influenced by technological advancements. However, it is not a process that has developed in a linear fashion. On the contrary, it has been formed from diverse, parallel and to some extent opposing processes. In this paper, the relationship between real sport and its digital adaptation in computer games, virtual environments and augmented reality will be analysed using concrete examples.

Details

International Journal of Sports Marketing and Sponsorship, vol. 13 no. 2
Type: Research Article
ISSN: 1464-6668

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Book part
Publication date: 8 February 2019

John Carey

This chapter examines the marketplace context for media innovations. This includes factors that have been well researched and about which much is known, for example, pricing and…

Abstract

This chapter examines the marketplace context for media innovations. This includes factors that have been well researched and about which much is known, for example, pricing and early adopters, as well as marketplace elements and patterns that are not so thoroughly understood but are nonetheless very important in understanding the process of adoption, for example, the role of serendipity. It reviews patterns of adoption that were prevalent in the twentienth century but which have changed in the twenty-first century, for example, how word of mouth has been transformed by social media. Declines and failures as well as successes along with the international scope of media innovations, including in developing countries, are accessed.

The advantages and disadvantages of large and small companies creating media innovations are reviewed as are the respective roles of content creation and distribution. The concluding discussion section describes the contexts for media innovations today, including concerns about their privacy, use of media in public places, filters for new media innovations to identify likely successes, and the importance of teams in developing media innovations.

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Digitized
Type: Book
ISBN: 978-1-78973-622-9

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Expert briefing
Publication date: 21 October 2022

Influencer marketing is part of the new US digital advertising landscape as the industry looks to cut through the proliferation of digital media while facing growing privacy…

Details

DOI: 10.1108/OXAN-DB273518

ISSN: 2633-304X

Keywords

Geographic
Topical
Article
Publication date: 21 September 2018

Mikhail Batuev and Leigh Robinson

The purpose of this paper is to investigate the processes that influence the evolution of a modern sport. It focusses on the case of international skateboarding: the sport that…

1109

Abstract

Purpose

The purpose of this paper is to investigate the processes that influence the evolution of a modern sport. It focusses on the case of international skateboarding: the sport that was recently included into the Olympic Games.

Design/methodology/approach

An inductive research strategy was informed by the notions of evolution of modern sport, prolympism and new institutionalism. The primary data were collected through a series of interviews and supplemented by the analysis of documents, press and social media.

Findings

The paper analysed how the organisation of international skateboarding has changed to date and identified three major determinants of its evolution: values of the activity, commercial interests and the Olympic movement. The following recurring discussion themes emerged: the link between commercialism and legitimisation of sport; bureaucratisation under the Olympic movement; and tensions between prolympism and values of skateboarding.

Research limitations/implications

A limitation of the case study method is that any conclusions refer to this particular sport and their applicability to other sports lies within analytical generalisation. Still sport governing bodies and policy makers can learn from the evolution of international skateboarding and analyse potential issues and consequences for other emerging sports. In terms of theoretical implications, the study highlights legitimisation as one the key characteristics of evolution of modern sport, which should be considered along with previously established criteria, such as bureaucratisation, commercialisation and professionalisation.

Originality/value

The study extends the existing research on evolution of modern sports by examining a very rich contemporary case of skateboarding, the internationally growing sport with unique organisational arrangements. It contributes to knowledge of the evolution towards legitimisation of emerging sports, but also towards sportification of popular culture and society.

Details

Sport, Business and Management: An International Journal, vol. 8 no. 5
Type: Research Article
ISSN: 2042-678X

Keywords

Article
Publication date: 15 March 2024

Jiantao Zhu, Chuhan Cao, Hefu Liu, Eric Tze Kuan Lim and Chee-Wee Tan

Research on electric sports (eSports) has experienced significant growth in recent years as a consequence of increasing connectivity, institutionalization, and technological…

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Abstract

Purpose

Research on electric sports (eSports) has experienced significant growth in recent years as a consequence of increasing connectivity, institutionalization, and technological advances. However, the interdisciplinary nature of the eSports as a field and the burgeoning growth in eSports articles have rendered it necessary to conduct a systematic review of extant literature to take stock of the knowledge accumulated. To this end, we aim to undertake a comprehensive review of extant literature that takes stock of published research to derive opportunities for future research in the realm of eSports. In so doing, we contribute to the advancement of the field by mapping out the knowledge trajectory of eSports research and elucidating areas that have remained underexplored thus far.

Design/methodology/approach

To conduct systematic review of the eSports literature, we employed a framework that included six essential steps: protocol, search, appraisal, synthesis, analysis, and report. This comprehensive approach enables us to meticulously investigate the existing body of literature on eSports and identify key trends and topics addressed within the field. By conducting the multidisciplinary systematic literature review, we thoroughly assess the current state of eSports literature and subsequently outline potential research avenues that can contribute to eSports fields.

Findings

This study draws on a six-phase framework – member preparation, team formation, character selection, team coordination, team performance, and team reflection – to illustrate the roles played by different levels of analysis unit (i.e. characters, players, and teams) and three distinct yet interconnected stages (i.e. inputs, process, and outputs) within eSports games as well as the research opportunities it brings.

Originality/value

We conducted a rigorous systematic review of the eSports literature by using quantitative citation analysis and qualitative content analysis. Furthermore, we adopted team dynamic view of eSports to identify potential research avenues for future research that contribute to advancing our understanding of the eSports tournaments.

Details

Industrial Management & Data Systems, vol. 124 no. 4
Type: Research Article
ISSN: 0263-5577

Keywords

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