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The esports experience economy

A Multiple-Case Study of Esports Events, Peripherals and Fashion

Datos Bibliográficos

ID6152142
AutoresTom Brock (0000-0002-0965-0945, Manchester Metropolitan University Department of Sociology), G Crawford (0000-0002-7499-3864, University of Salford)
Año2024
Volumen35
Número5
Páginas1821-1842
Fecha de publicación2024-11-29
Peer ReviewedSí
Open AccessNo
TipoARTICLE
RevistaInternet Research (JOURNAL)
Identificadores de la revistaISSN: 1066-2243 • E-ISSN: 2054-5657
EditorialEmerald Publishing Limited (PUBLISHER • GB)
DOI10.1108/intr-02-2024-0138
OpenAlexW4404861418
IdiomaEN
Citas recibidas1
Referencias citadas50

Purpose This study aims to examine the cultural and economic circumstances that shape esports consumer agency through case studies of “experiential consumption” (Miles, 2021). Design/methodology/approach A multiple-case study approach (Stake, 2006) is deployed alongside participant observation and document analysis to identify three cases of experiential consumption in esports – an esports tournament, a large online community for gaming peripherals and accessories, and an esportswear fashion brand. Findings The research identifies three aspects of experiential consumption relevant to esports. First, tournaments are sensory and emotional “spectacles”, immersing consumers in memorable experiences. Second, online gaming communities enable consumers to express themselves through “self-work”. Third, esportswear companies engage consumers with exclusive, authentic fashion experiences via “lifestyle branding”. Research limitations/implications The case studies highlight the need for future cross-cultural research on esports experiences, particularly how regional differences shape consumer behaviour. The impact of emerging technologies like virtual reality (VR), augmented reality (AR), blockchain and AI on personalising experiences, enhancing interactivity and related ethical considerations should be further explored. Practical implications Esports stakeholders can enhance esports events with real-time data analytics, VR and AR to create immersive experiences. They can also diversify income streams via personalised and exclusive apparel lines that reflect consumer identity, collaborating with mainstream fashion or entertainment brands. Compelling, emotionally resonant storytelling can deepen fan engagement and help build brand loyalty. Originality/value This article presents a new theoretical understanding of esports consumption through multiple case studies of experiential consumption, revealing the central role that “experience” plays in shaping the design and choice of esports products and services

Advertising · Business · Computer Science · Digital Games and Media · Gambling Behavior and Treatments · Sports, Gender, and Society · Marketing

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Obras citantes distintas1
Citas por año1
Intervalo de citas2025 - 2025 (1)
Velocidad de citaciónrecent
Altamente citadoNo
Tipos de citaNeutras: 1
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