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Player and Spectator Engagement and Co-Creation in E-Sports Gaming Events During and Post-COVID-19

Berndt, Adele ; Hollebeek, Linda D. LU ; Kaljund, Kristel and Rather, Raouf Ahmad (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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Please use this url to cite or link to this publication:
author
; ; and
organization
publishing date
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
9781774912515
9781000778960
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
2024-04-13 05:41:16
@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         = {{9781774912515}},
  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}},
}