Player and Spectator Engagement and Co-Creation in E-Sports Gaming Events During and Post-COVID-19
(2023) p.139-158- Abstract
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... (More)
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.
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- author
- Berndt, Adele ; Hollebeek, Linda D. LU ; Kaljund, Kristel and Rather, Raouf Ahmad
- organization
- publishing date
- 2023-01
- type
- Chapter in Book/Report/Conference proceeding
- publication status
- published
- subject
- keywords
- consumer engagement, COVID-19, e-sports gaming events, player engagement, social presence theory, spectator engagement
- host publication
- Brand Co-Creation Tourism Research : Contemporary Issues and Challenges - Contemporary Issues and Challenges
- pages
- 20 pages
- publisher
- Apple Academic Press
- external identifiers
-
- scopus:85173879840
- ISBN
- 9781000778960
- 9781774912515
- DOI
- 10.1201/9781003336228-8
- language
- English
- LU publication?
- yes
- id
- 06451632-fad6-4076-a537-87d0a6010839
- date added to LUP
- 2024-01-12 12:13:23
- date last changed
- 2024-10-13 01:44:50
@inbook{06451632-fad6-4076-a537-87d0a6010839, abstract = {{<p>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.</p>}}, author = {{Berndt, Adele and Hollebeek, Linda D. and Kaljund, Kristel and Rather, Raouf Ahmad}}, booktitle = {{Brand Co-Creation Tourism Research : Contemporary Issues and Challenges}}, isbn = {{9781000778960}}, keywords = {{consumer engagement; COVID-19; e-sports gaming events; player engagement; social presence theory; spectator engagement}}, language = {{eng}}, pages = {{139--158}}, publisher = {{Apple Academic Press}}, title = {{Player and Spectator Engagement and Co-Creation in E-Sports Gaming Events During and Post-COVID-19}}, url = {{http://dx.doi.org/10.1201/9781003336228-8}}, doi = {{10.1201/9781003336228-8}}, year = {{2023}}, }