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McCauley, Brian
Publications (10 of 37) Show all publications
McCauley, B. & Baker, B. J. (2024). Esports branding and marketing. In: S. E. Jenny, N. Besombes, T. Brock, A. C. Cote, T. M. Scholz (Ed.), Routledge Handbook of Esports: (pp. 338-347). Taylor and Francis
Open this publication in new window or tab >>Esports branding and marketing
2024 (English)In: Routledge Handbook of Esports / [ed] S. E. Jenny, N. Besombes, T. Brock, A. C. Cote, T. M. Scholz, Taylor and Francis , 2024, p. 338-347Chapter in book (Other academic)
Abstract [en]

This chapter examines the multifaceted realm of esports marketing and branding, analyzing the dynamic landscape, innovative strategies, and evolving consumer behaviors that influence the industry. The esports audience, branding within esports, team and player branding, publisher and game branding, tournament and event branding, destination branding, and the future of esports marketing and branding are all explored. Concepts are illustrated through industry examples. This chapter serves as a comprehensive resource for academics, practitioners, and enthusiasts seeking a deeper understanding of the complexities, intricacies, opportunities, and challenges of esports marketing and branding. Key highlights include: (1) esports represents a unique mix of sports, culture, and media that provides both opportunities and challenges for marketers within online platforms and offline spaces; (2) esports is digital, innovative, and drives change within the modern digital society as emerging phenomena such as the metaverse and artificial intelligence (AI) are intertwined within the growth of the context; (3) successful brands fully understand and engage with a marketer's central stakeholder, the audience (i.e., consumer), as they co-create value with brands through the consumption and creation of media; and (4) brands within esports are increasingly mainstream with moves into other areas of consumer culture.

Place, publisher, year, edition, pages
Taylor and Francis, 2024
Series
Routledge International Handbooks
National Category
Business Administration
Identifiers
urn:nbn:se:hj:diva-66748 (URN)10.4324/9781003410591-35 (DOI)2-s2.0-85210342848 (Scopus ID)9781032531502 (ISBN)9781003410591 (ISBN)
Available from: 2024-12-10 Created: 2024-12-10 Last updated: 2024-12-10Bibliographically approved
McCauley, B., Berndt, A., Helmefalk, M. & Hedlund, D. (2024). Innovation in the esports servicescape: a media business research agenda. Journal of Media Business Studies
Open this publication in new window or tab >>Innovation in the esports servicescape: a media business research agenda
2024 (English)In: Journal of Media Business Studies, ISSN 1652-2354Article in journal (Refereed) Epub ahead of print
Abstract [en]

Esports represent an increasingly influential and innovative component of the global media business landscape. The ever-evolving ecosystem of dynamic new media is driven by a heterogeneous array of stakeholders that co-create value in online and offline spaces, often described as servicescapes, where innovations are increasingly influential in diverse areas including entrepreneurial business models, media, sports, entertainment, culture, and consumer engagement. In this research, a semi-systematic literature review was undertaken focused on the intersection of the esports ecosystem, servicescapes and innovations. Four clear directions for future research, with questions specific to esports, servicescapes and media were identified. Scholars can utilise these findings to enhance understanding of innovation from the servicescape perspective, with relevance for scholars engaged in business, marketing, and media.

Place, publisher, year, edition, pages
Taylor & Francis, 2024
Keywords
Esports, innovation, ecosystems, servicescapes
National Category
Business Administration
Identifiers
urn:nbn:se:hj:diva-65832 (URN)10.1080/16522354.2024.2378392 (DOI)001276932800001 ()2-s2.0-85199767433 (Scopus ID)HOA;intsam;964951 (Local ID)HOA;intsam;964951 (Archive number)HOA;intsam;964951 (OAI)
Available from: 2024-08-12 Created: 2024-08-12 Last updated: 2024-08-12
Scholz, T. M., Hamari, J., Orme, S. & McCauley, B. (2024). Introduction to the Minitrack on Digitalization of Work. In: Proceedings of the Annual Hawaii International Conference on System Sciences: . Paper presented at 57th Annual Hawaii International Conference on System Sciences, HICSS 2024 Honolulu 3 January 2024 through 6 January 2024 (pp. 5246-5247). IEEE Computer Society, 57
Open this publication in new window or tab >>Introduction to the Minitrack on Digitalization of Work
2024 (English)In: Proceedings of the Annual Hawaii International Conference on System Sciences, IEEE Computer Society , 2024, Vol. 57, p. 5246-5247Conference paper, Published paper (Refereed)
Place, publisher, year, edition, pages
IEEE Computer Society, 2024
Series
Proceedings of the Annual Hawaii International Conference on System Sciences, ISSN 1530-1605, E-ISSN 2572-6862 ; 57
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:hj:diva-65940 (URN)2-s2.0-85199768133 (Scopus ID)978-0-9981331-7-1 (ISBN)
Conference
57th Annual Hawaii International Conference on System Sciences, HICSS 2024 Honolulu 3 January 2024 through 6 January 2024
Available from: 2024-08-14 Created: 2024-08-14 Last updated: 2024-08-14Bibliographically approved
Helmefalk, M., Berndt, A., McCauley, B., Borg, M. E. & Erlandsson, V. (2024). Organizing esports events. In: S. E. Jenny, N. Besombes, T. Brock, A. C. Cote, T. M. Scholz (Ed.), Routledge Handbook of Esports: (pp. 302-314). Taylor & Francis
Open this publication in new window or tab >>Organizing esports events
Show others...
2024 (English)In: Routledge Handbook of Esports / [ed] S. E. Jenny, N. Besombes, T. Brock, A. C. Cote, T. M. Scholz, Taylor & Francis, 2024, p. 302-314Chapter in book (Other academic)
Abstract [en]

The aim of this chapter is to provide a broad overview of the processes and stakeholders involved when organizing and managing a stand-alone (offline) esports event, tournament, or LAN. Through analyzing existing documents and having discussions with industry practitioners, this chapter presents a practical guide where the requirements and expectations of key stakeholders and the necessary considerations involved are discussed. The chapter covers a diverse range of factors when organizing esports tournaments and offers practical recommendations for those involved in planning and executing esports events. Key highlights include: (1) a practical how-to guide is presented, identifying the various aspects of organizing an esports event along with relevant stakeholder considerations; (2) a summary table is included that identifies opportunities and challenges when organizing esports events along with related stakeholders to engage; and (3) practical aspects of managing in-person esports events are presented. 

Place, publisher, year, edition, pages
Taylor & Francis, 2024
Series
Routledge International Handbooks
National Category
Business Administration
Identifiers
urn:nbn:se:hj:diva-66747 (URN)10.4324/9781003410591-32 (DOI)2-s2.0-85210349674 (Scopus ID)9781032531502 (ISBN)9781003410591 (ISBN)
Available from: 2024-12-10 Created: 2024-12-10 Last updated: 2024-12-10Bibliographically approved
McCauley, B. (2023). An Auto-netnographic Approach to Understanding Alternate Gaming Accounts: How Smurfing Impacts the Prosumer Experience in Counter-Strike:Global Offensive. Journal of Electronic Gaming and Esports, 1(1), Article ID jege.2023-0024.
Open this publication in new window or tab >>An Auto-netnographic Approach to Understanding Alternate Gaming Accounts: How Smurfing Impacts the Prosumer Experience in Counter-Strike:Global Offensive
2023 (English)In: Journal of Electronic Gaming and Esports, E-ISSN 2836-3523, Vol. 1, no 1, article id jege.2023-0024Article in journal (Refereed) Published
Abstract [en]

Esport-based game titles, such as Counter-Strike:Global Offensive, represent platforms where players simultaneously consume and produce content as prosumers. Through peer-to-peer presumption, these players co-create value between themselves to drive a range of emotional and social outcomes. Smurfing is the act of higher skilled players utilizing alternate game accounts to play with lower skilled players resulting in unbalanced competitive experiences. This study combines an auto-netnographic approach with interviews to provide novel insights on this pervasive phenomenon. Through combining perspectives of regular players and those who engage in smurfing, three key themes are identified. Smurfing is embedded within gaming platforms, driven by complex motivations, and framed as cheating according to perspective.

Place, publisher, year, edition, pages
Human Kinetics, 2023
Keywords
peer-to-peer prosumption, smurfs, netnography, esports
National Category
Business Administration
Identifiers
urn:nbn:se:hj:diva-66806 (URN)10.1123/jege.2023-0024 (DOI)
Available from: 2024-12-19 Created: 2024-12-19 Last updated: 2024-12-19Bibliographically approved
McCauley, B., Ehlers, A., Kopanidis, F. & Helmefalk, M. (2023). From Digital Subcultures to Destination Tourism: Profiling Attendees at Multi Genre Festivals. In: Tung X. Bui (Ed.), Proceedings of the 56th Hawaii International Conference on System Sciences: . Paper presented at 56th Annual Hawaii International Conference on System Sciences, January 3-6, 2023 (pp. 3974-3983). Honolulu: HICSS Conference Office, 56
Open this publication in new window or tab >>From Digital Subcultures to Destination Tourism: Profiling Attendees at Multi Genre Festivals
2023 (English)In: Proceedings of the 56th Hawaii International Conference on System Sciences / [ed] Tung X. Bui, Honolulu: HICSS Conference Office , 2023, Vol. 56, p. 3974-3983Conference paper, Published paper (Refereed)
Abstract [en]

The rise and connectivity of digital subcultures are increasingly influencing destination tourism. This study provides an understanding of a multi genre festival within the wider context of popular ‘geek’ culture and its increasing role in events and destination tourism. Through profiling the characteristics and experiences of visitors attending Nordsken, an annual festival in Northern Sweden, we profile segments and provide insights on attendees. Based on a survey of festival visitors, this study revealed five distinct clusters (Digital Gamer, Enthusiastic Nerd, Analogue Fan, Spectator & Follower and Creative Player) based on interests and activities. Experiences of the event were relatively similar for all clusters indicating that multi genre festivals can create memorable experiences for a broad audience with a variety of interests rooted in digital cultures. Through understanding and developing target audiences, regions can leverage multi genre festivals as platforms to enhance regional digitalization.  

Place, publisher, year, edition, pages
Honolulu: HICSS Conference Office, 2023
Series
Proceedings of the Annual Hawaii International Conference on System Sciences, E-ISSN 2572-6862
Keywords
destination tourism, events, geek culture, video games, festivals
National Category
Business Administration Computer and Information Sciences
Identifiers
urn:nbn:se:hj:diva-59399 (URN)978-0-9981331-6-4 (ISBN)
Conference
56th Annual Hawaii International Conference on System Sciences, January 3-6, 2023
Available from: 2023-01-18 Created: 2023-01-18 Last updated: 2023-04-17Bibliographically approved
Scholz, T. M., Hamari, J., Orme, S. & McCauley, B. (2023). Introduction to the Minitrack on Digitalization of Work. In: T. X. Bui (Ed.), Proceedings of the Annual Hawaii International Conference on System Sciences: 56th Annual Hawaii International Conference on System Sciences. Paper presented at 56th Annual Hawaii International Conference on System Sciences Virtual, Online 3 January 2023 through 6 January 2023 (pp. 4586-4587). IEEE Computer Society, 56
Open this publication in new window or tab >>Introduction to the Minitrack on Digitalization of Work
2023 (English)In: Proceedings of the Annual Hawaii International Conference on System Sciences: 56th Annual Hawaii International Conference on System Sciences / [ed] T. X. Bui, IEEE Computer Society , 2023, Vol. 56, p. 4586-4587Conference paper, Published paper (Other academic)
Place, publisher, year, edition, pages
IEEE Computer Society, 2023
Series
Proceedings of the Annual Hawaii International Conference on System Sciences, E-ISSN 2572-6862 ; 56
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:hj:diva-60164 (URN)2-s2.0-85152140186 (Scopus ID)978-0-9981331-6-4 (ISBN)
Conference
56th Annual Hawaii International Conference on System Sciences Virtual, Online 3 January 2023 through 6 January 2023
Available from: 2023-04-17 Created: 2023-04-17 Last updated: 2023-04-17Bibliographically approved
Cestino-Castilla, J., Macey, J. & McCauley, B. (2023). Legitimizing the game: how gamers' personal experiences shape the emergence of grassroots collective action in esports. Internet Research, 33(7), 111-132
Open this publication in new window or tab >>Legitimizing the game: how gamers' personal experiences shape the emergence of grassroots collective action in esports
2023 (English)In: Internet Research, ISSN 1066-2243, Vol. 33, no 7, p. 111-132Article in journal (Refereed) Published
Abstract [en]

Purpose: This paper studies early stages of actor mobilization for institutional change within Swedish esports. Design/methodology/approach: The authors employ interpretative phenomenological analysis. Findings: The authors’ findings explain how actors become motivated to act in critical reflections linked to conflicting legitimacy judgments and emotionally charged personal struggles. Moreover, the findings show how, as actors get activated in collective action, they identify efficacy lines around valid domains and experience emotionally charged collective endeavors. Furthermore, the findings explain how particularities in early experiences project legitimacy aspirations that orient collective action toward validity ends and particular values and ideals shaping actors' grassroots movements. Originality/value: This study adds to legitimacy and institutional change theory through individual actors' perspectives, providing key insights into how they are motivated, activated, and oriented. This study is the first to investigate grassroots activists' personal stories in esports.

Place, publisher, year, edition, pages
Emerald Group Publishing Limited, 2023
Keywords
Change agents, Collective action, Esports, Grassroots, Interpretative phenomenological analysis, Legitimacy, Mobilization, Personal experiences, Propriety judgments, Sweden, Validity
National Category
Business Administration
Identifiers
urn:nbn:se:hj:diva-60814 (URN)10.1108/INTR-05-2022-0347 (DOI)000995154300001 ()2-s2.0-85160086033 (Scopus ID)HOA;intsam;883932 (Local ID)HOA;intsam;883932 (Archive number)HOA;intsam;883932 (OAI)
Available from: 2023-06-07 Created: 2023-06-07 Last updated: 2023-06-16Bibliographically approved
McCauley, B. (2023). Smurfs, Silvers & CS:GO: Understanding Smurfing as Prosumers. In: Tung X. Bui (Ed.), Proceedings of the 56th Hawaii International Conference on System Sciences: . Paper presented at 56th Annual Hawaii International Conference on System Sciences, January 3-6, 2023 (pp. 3892-3901). Honolulu: HICSS Conference Office, 56
Open this publication in new window or tab >>Smurfs, Silvers & CS:GO: Understanding Smurfing as Prosumers
2023 (English)In: Proceedings of the 56th Hawaii International Conference on System Sciences / [ed] Tung X. Bui, Honolulu: HICSS Conference Office , 2023, Vol. 56, p. 3892-3901Conference paper, Published paper (Refereed)
Abstract [en]

Esports games can be seen as platform based prosumption experiences as players co-produce their media experiences through play. This can be viewed as peer-to-peer prosumption where users create value between themselves for emotional and social outcomes. Smurfing represents a form of play where higher skilled users compete with lower skilled players through an alternative account that ensures a mismatch in skill abilities. Through an auto-netnographic approach augmented with interviews on the CS:GO matchmaking platform, this paper provides new insights on a common practice that has received little attention to date. Three key themes were identified that illustrate that this complex phenomenon should not always be framed in a negative fashion. Smurfing should be understood as embedded within peer-to-peer prosumer platforms, driven by complex motivations and framed as cheating according to perspective. The concept has value for further study in gaming and esports with wider implications for the digital society. 

Place, publisher, year, edition, pages
Honolulu: HICSS Conference Office, 2023
Series
Proceedings of the Annual Hawaii International Conference on System Sciences, E-ISSN 2572-6862
Keywords
CS:GO, esports, prosumers, peer-to-peer prosumption, smurfs
National Category
Business Administration Computer and Information Sciences
Identifiers
urn:nbn:se:hj:diva-59406 (URN)978-0-9981331-6-4 (ISBN)
Conference
56th Annual Hawaii International Conference on System Sciences, January 3-6, 2023
Available from: 2023-01-18 Created: 2023-01-18 Last updated: 2023-04-17Bibliographically approved
McCauley, B., Scholz, T. M. & Tierney, K. (2023). That Birdie Feeling: Understanding the Role of LAN Organizers in Maintaining a Gaming Community. In: Tung X. Bui (Ed.), Proceedings of the 56th Hawaii International Conference on System Sciences: . Paper presented at 56th Annual Hawaii International Conference on System Sciences, January 3-6, 2023 (pp. 2307-2316). Honolulu: HICSS Conference Office, 56
Open this publication in new window or tab >>That Birdie Feeling: Understanding the Role of LAN Organizers in Maintaining a Gaming Community
2023 (English)In: Proceedings of the 56th Hawaii International Conference on System Sciences / [ed] Tung X. Bui, Honolulu: HICSS Conference Office , 2023, Vol. 56, p. 2307-2316Conference paper, Published paper (Refereed)
Abstract [en]

This paper presents the initial findings of a longitudinal study examining the role and experiences of LAN organizers in managing player communities pre, during and post the Covid 19 pandemic. Interpretative Phenomenological Analysis was used to analyze interviews with organizers of the Birdie LAN, Sweden’s longest running LAN event. Five key themes were identified reflecting the roles of organizers and their experiences pre pandemic. (1) building and maintaining the culture, (2) encouraging inclusivity and community building, (3) negotiating professionalism, (4) learning, adapting and evolving,(5) creating sustainability through a future orientation. This paper presents the results of the first data collection to examine the impacts of the pandemic on grassroots gaming communities. The findings here represent a foundation in understanding the role of community leaders in maintaining a culture around gaming. These initial findings add value to our understanding of grassroots esports and player communities and the social practices of gaming in the modern era.

Place, publisher, year, edition, pages
Honolulu: HICSS Conference Office, 2023
Series
Proceedings of the Annual Hawaii International Conference on System Sciences, E-ISSN 2572-6862
Keywords
Gaming communities, LAN parties, grassroot esports, gaming culture, community building
National Category
Business Administration Computer and Information Sciences
Identifiers
urn:nbn:se:hj:diva-59401 (URN)978-0-9981331-6-4 (ISBN)
Conference
56th Annual Hawaii International Conference on System Sciences, January 3-6, 2023
Available from: 2023-01-18 Created: 2023-01-18 Last updated: 2024-02-13Bibliographically approved
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