Player and Spectator Engagement and Co-Creation in E-Sports Gaming Events During and Post-COVID-19
2023 (English)In: Brand Co-Creation Tourism Research: Contemporary Issues and Challenges / [ed] R. A. Rather, Apple Academic Press, 2023, p. 139-158Chapter in book (Other academic)
Abstract [en]
Events, occasions on which people gather for a particular purpose, represent a well-established tourism-based distribution channel. Given recent technological advances, virtual tourism events offer a growing platform. As a particular virtual tourism event subtype, e-sports gaming events are online sports-based video-gaming competitions. During COVID-19, the number of e-sports game players and -spectators globally has grown, particularly through lockdown. However, despite this growth, literature-based insight into player- and spectator engagement with e-sports gaming events and their ensuing co-creation lags behind, revealing an important research gap, as explored in this chapter. Based on this gap, we develop a social presence theory-informed model that depicts the effect of e-sports gaming event-perceived intimacy, immediacy, nonverbal communication, and efficiency on player- and spectator engagement and its ensuing impact on e-sports event-perceived co-creation during the pandemic. We conclude with an overview of implications that arise from our work.
Place, publisher, year, edition, pages
Apple Academic Press, 2023. p. 139-158
Keywords [en]
consumer engagement, COVID-19, e-sports gaming events, player engagement, social presence theory, spectator engagement
National Category
Business Administration
Identifiers
URN: urn:nbn:se:hj:diva-62756DOI: 10.1201/9781003336228-8Scopus ID: 2-s2.0-85173879840ISBN: 9781003336228 (electronic)OAI: oai:DiVA.org:hj-62756DiVA, id: diva2:1806738
2023-10-232023-10-232023-10-23Bibliographically approved