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The eSports ecosystem

Stakeholders and trends in a new show business

Bibliographic Data

ID12928311
AuthorsJosé-Agustín Carrillo-Vera (0000-0002-8173-7623, Universidad de Murcia, corresponding author), Jose Maria Aguado (0000-0002-8922-3299, Universidad de Murcia)
Year2019
Volume11
Issue1
Pages3-22
Publication date2019-04-01
Open AccessNo
TypeARTICLE
VenueCatalan Journal of Communication & Cultural Studies (JOURNAL)
Journal identifiersISSN: 1757-1898 • E-ISSN: 1757-1901
PublisherIntellect (PUBLISHER • GB)
DOI10.1386/cjcs.11.1.3_1
OpenAlexW2948289105
LanguageEN
Citations received9

The competitive practice of videogames, known as electronic sports, has changed the traditional entertainment consumption scenario associated with games, creating a new kind of show business with several specific features. This article aims to introduce a holistic view of this new phenomenon, delimiting its socio-economic ecosystem and identifying the actors and relationship characteristics of its dynamic. This model of analysis allows us to take a general perspective of every actor role within the industry. Our research focuses on the new business models, the spectacularization of the eSports industry and the relationship between videogame and user. Finally, this article attends to the emerging issues, challenges and traditional game industry disruptions related to the mobile devices, game distribution platforms and the prosumer identity of the gamer in the digital society

Business · Business ecosystem · Business model · Competitive advantage · Consumption (sociology · Entertainment · Identity (music · Knowledge management · Perspective (graphical · Phenomenon · Political science · Prosumer · Social science · Sociology · Computer Science · Digital Games and Media · Digital Marketing and Social Media · Educational Games and Gamification · Engineering · Marketing

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Citations per year2.25
Citation span2022 - 2026 (5)
Highly citedNo

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