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Player and Spectator Engagement and Co-Creation in E-Sports Gaming Events During and Post-COVID-19
Jönköping University, Jönköping International Business School, JIBS, Business Administration. Jönköping University, Jönköping International Business School, JIBS, Centre for Family Entrepreneurship and Ownership (CeFEO). Jönköping University, Jönköping International Business School, JIBS, Media, Management and Transformation Centre (MMTC).ORCID iD: 0000-0002-6633-632X
Vilnius University, Dept of Marketing, Universiteto g. 3 Vilnius, Lithuania.
Tallinn University of Technology, Department of Business Administration, Marketing Unit, Akadeemia tee 3, Tallinn, Estonia.
Jammu and Kashmir, India.
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
Available from: 2023-10-23 Created: 2023-10-23 Last updated: 2023-10-23Bibliographically approved

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Berndt, Adele

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