电子竞技体验经济:电子竞技赛事、外围设备和时尚的多案例研究

IF 5.9 3区 管理学 Q1 BUSINESS Internet Research Pub Date : 2024-12-02 DOI:10.1108/intr-02-2024-0138
Tom Brock, Garry Crawford
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引用次数: 0

摘要

本研究旨在通过“体验消费”的案例研究来研究塑造电子竞技消费者代理的文化和经济环境(Miles, 2021)。设计/方法/方法采用多案例研究方法(Stake, 2006),结合参与者观察和文件分析,确定了电子竞技中的三个体验消费案例——电子竞技锦标赛,大型游戏外围设备和配件在线社区,以及电子竞技服装时尚品牌。该研究确定了与电子竞技相关的体验消费的三个方面。首先,比赛是感官和情感上的“奇观”,让消费者沉浸在难忘的体验中。其次,网络游戏社区使消费者能够通过“自我工作”来表达自己。第三,电竞服装公司通过“生活方式品牌”为消费者提供独家、真实的时尚体验。这些案例研究强调了未来对电子竞技体验进行跨文化研究的必要性,特别是区域差异如何影响消费者行为。应进一步探讨虚拟现实(VR)、增强现实(AR)、区块链和人工智能等新兴技术对个性化体验、增强交互性和相关伦理考虑的影响。体育利益相关者可以通过实时数据分析、VR和AR来增强电子竞技赛事,创造身临其境的体验。他们还可以通过与主流时尚或娱乐品牌合作,通过反映消费者身份的个性化和独家服装系列,使收入来源多样化。引人注目的、情感共鸣的故事可以加深粉丝的参与度,帮助建立品牌忠诚度。原创性/价值本文通过对体验消费的多个案例研究,提出了对电子竞技消费的新的理论认识,揭示了“体验”在塑造电子竞技产品和服务的设计和选择中所起的核心作用。
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The esports experience economy: a multiple-case study of esports events, peripherals and fashion

Purpose

This study aims to examine the cultural and economic circumstances that shape esports consumer agency through case studies of “experiential consumption” (Miles, 2021).

Design/methodology/approach

A multiple-case study approach (Stake, 2006) is deployed alongside participant observation and document analysis to identify three cases of experiential consumption in esports – an esports tournament, a large online community for gaming peripherals and accessories, and an esportswear fashion brand.

Findings

The research identifies three aspects of experiential consumption relevant to esports. First, tournaments are sensory and emotional “spectacles”, immersing consumers in memorable experiences. Second, online gaming communities enable consumers to express themselves through “self-work”. Third, esportswear companies engage consumers with exclusive, authentic fashion experiences via “lifestyle branding”.

Research limitations/implications

The case studies highlight the need for future cross-cultural research on esports experiences, particularly how regional differences shape consumer behaviour. The impact of emerging technologies like virtual reality (VR), augmented reality (AR), blockchain and AI on personalising experiences, enhancing interactivity and related ethical considerations should be further explored.

Practical implications

Esports stakeholders can enhance esports events with real-time data analytics, VR and AR to create immersive experiences. They can also diversify income streams via personalised and exclusive apparel lines that reflect consumer identity, collaborating with mainstream fashion or entertainment brands. Compelling, emotionally resonant storytelling can deepen fan engagement and help build brand loyalty.

Originality/value

This article presents a new theoretical understanding of esports consumption through multiple case studies of experiential consumption, revealing the central role that “experience” plays in shaping the design and choice of esports products and services.

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来源期刊
Internet Research
Internet Research 工程技术-电信学
CiteScore
11.20
自引率
10.20%
发文量
85
审稿时长
>12 weeks
期刊介绍: This wide-ranging interdisciplinary journal looks at the social, ethical, economic and political implications of the internet. Recent issues have focused on online and mobile gaming, the sharing economy, and the dark side of social media.
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