{"title":"The eSports ecosystem: Stakeholders and trends in a new show business","authors":"José Agustín Carrillo Vera, J. Terrón","doi":"10.1386/CJCS.11.1.3_1","DOIUrl":null,"url":null,"abstract":"The competitive practice of videogames, known as electronic sports, has changed the traditional entertainment consumption scenario associated with games, creating a new kind of show business with several specific features. This article aims to introduce a holistic view of this new phenomenon, delimiting its socio-economic ecosystem and identifying the actors and relationship characteristics of its dynamic. This model of analysis allows us to take a general perspective of every actor role within the industry. Our research focuses on the new business models, the spectacularization of the eSports industry and the relationship between videogame and user. Finally, this article attends to the emerging issues, challenges and traditional game industry disruptions related to the mobile devices, game distribution platforms and the prosumer identity of the gamer in the digital society.","PeriodicalId":53977,"journal":{"name":"Catalan Journal of Communication & Cultural Studies","volume":" ","pages":""},"PeriodicalIF":0.8000,"publicationDate":"2019-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1386/CJCS.11.1.3_1","citationCount":"16","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Catalan Journal of Communication & Cultural Studies","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1386/CJCS.11.1.3_1","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"COMMUNICATION","Score":null,"Total":0}
引用次数: 16
Abstract
The competitive practice of videogames, known as electronic sports, has changed the traditional entertainment consumption scenario associated with games, creating a new kind of show business with several specific features. This article aims to introduce a holistic view of this new phenomenon, delimiting its socio-economic ecosystem and identifying the actors and relationship characteristics of its dynamic. This model of analysis allows us to take a general perspective of every actor role within the industry. Our research focuses on the new business models, the spectacularization of the eSports industry and the relationship between videogame and user. Finally, this article attends to the emerging issues, challenges and traditional game industry disruptions related to the mobile devices, game distribution platforms and the prosumer identity of the gamer in the digital society.