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Journal ArticleDOI

eSports – Competitive sports or recreational activity?

Kirstin Hallmann, +1 more
- 01 Feb 2018 - 
- Vol. 21, Iss: 1, pp 14-20
TLDR
In this paper, the authors reflect on whether eSports can be considered as sport based on evaluating five characteristics of sport and assessing them for eSports, and different opportunities how marketers and managers can attend to eSports are outlined.
About
This article is published in Sport Management Review.The article was published on 2018-02-01. It has received 205 citations till now.

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Citations
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Journal ArticleDOI

What Is eSports and Why Do People Watch It

TL;DR: The results indicate that escapism, acquiring knowledge about the games being played, novelty and eSports athlete aggressiveness were found to positively predict eSport spectating frequency.
Journal ArticleDOI

Esports Research: A Literature Review:

TL;DR: In this paper, the amount of academic research focused on organized, competitive games has grown rapidly, and from 2002 through March 2018, esports research has developed rapidly in the academic literature.
Journal ArticleDOI

eSport: Construct specifications and implications for sport management

TL;DR: In this article, the role of e-sports in sport management is discussed and the role that sport management can be seen as a form of sportification, and the association among sport and various outcomes including physical and psychological health, social well-being, sport consumption outcomes, and diversity and inclusion.
Journal ArticleDOI

Setting the scientific stage for esports psychology: a systematic review

TL;DR: In this paper, the authors systematically reviewed the available literature regarding the psychological aspects of competitive gaming, better known as electronic sports (esports), and concluded that competitive gaming is a form of escapism.
Journal ArticleDOI

eSport vs sport: A comparison of spectator motives

TL;DR: In this article, the authors measured sport consumption motives to examine their influence on e-sports spectatorship and game attendance frequency and found that traditional sport and eSports are similarly consumed, suggesting that sport industry professionals can manage and market e-games similarly to traditional sport events.
References
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Proceedings ArticleDOI

From game design elements to gamefulness: defining "gamification"

TL;DR: A definition of "gamification" is proposed as the use of game design elements in non-game contexts and it is suggested that "gamified" applications provide insight into novel, gameful phenomena complementary to playful phenomena.
Journal Article

Welcome to the Experience Economy

TL;DR: The authors offer five design principles that drive the creation of memorable experiences that engage all five senses to heighten the experience and thus make it more memorable.
Journal ArticleDOI

The Role of Emotions in Marketing

TL;DR: In this article, the authors discuss the differentiation of emotions from affect, moods, and attitudes, and outline an appraisal theory of emotions, which is followed by an analysis of the role of arousal in emotions.
Book

The experience economy

TL;DR: Pine and Gilmore as discussed by the authors argue that experience is the missing link between a company and its potential audience, and show new rich examples including the U.S. Army, Heineken Experience, Autostadt, Vinopolis, American Girl Place, and others.
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