玩家至上——消费者偏好如何影响电子竞技媒体产品

Zeran Ji, R. Hanna
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引用次数: 16

摘要

自2016年以来,电子竞技已经成长为媒体领域的一个关键领域。然而,许多利益相关者都面临着管理电子竞技媒体复杂性的挑战。现有的商业模式文献表明,组织可以通过使战略与消费者需求保持一致来建立竞争优势。这种方法将有助于电子竞技管理任务,但目前对电子竞技消费者的理解未能提供可操作的见解;目前尚不清楚这些消费者如何看待传统媒体和数字媒体产品的价值,或者这些看法是否相同。为了更好地了解玩家偏好,我们对200名游戏玩家/电子竞技消费者进行了探索性调查,询问他们对传统媒体产品、数字媒体产品和个人数据的看法;在当今日益数字化的环境中,这是一项至关重要的资产。聚类分析用于根据游戏参与度和观赏性来划分受访者的参与度(低、半、高)。接下来,我们分析了这三个层次的参与是否一致。通过我们的工作,我们发现电竞消费者不是单一的,他们的细分对传统和数字媒体产品的价值观念都有重大影响。我们进一步发现,不考虑消费者的偏好会阻碍电子竞技组织有效地实施商业战略。最后,我们证明了消费者的知识是至关重要的,虽然电子竞技是品牌的重要平台,但为了妥善管理这个新兴行业,必须考虑到受众的细微差别。
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Gamers First – How Consumer Preferences Impact eSports Media Offerings
ABSTRACT Since 2016, eSports has grown into a key sector of the media landscape. Yet, manystakeholders are challenged with managing the complexity of eSports media. Existing business model literature suggests that organizations can build competitive advantages by aligning strategy with consumer needs. This approach would aid in the task of eSports management, but current understanding of eSports consumers fails to provide actionable insight; it still being unclear how these consumers perceive value in traditional and digital media offerings or if these perceptions are homogenous. To better understand preferences, we conducted an exploratory survey of 200 gamers/eSports consumers and asked how they perceived traditional media offerings, digital media offerings, and perceptions on personal data; a critical asset to today’s ever more digitized landscape. Cluster analysis was used to segment respondents along a spectrum (low, semi, heavy) of engagement, measured by gaming participation and spectatorship. Next, we analyzed if perceptions were in fact consistent across these three levels of engagement. Through our work, we found eSports consumers are non-monolithic with segmentations having significant impact on perceptions of value for both traditional and digital media offerings. We further found that failure to consider consumer preferences can prevent eSports organizations from effectively operationalizing business strategies. Finally, we demonstrate that knowledge of consumers can be critical, and while eSports is an important platform for brands, audience nuances must be considered in order to properly manage this emerging industry.
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来源期刊
CiteScore
3.10
自引率
5.30%
发文量
12
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