The eSports ecosystem
Stakeholders and trends in a new show business
Bibliographic Data
| ID | 12928311 |
|---|---|
| Authors | José-Agustín Carrillo-Vera (0000-0002-8173-7623, Universidad de Murcia, corresponding author), Jose Maria Aguado (0000-0002-8922-3299, Universidad de Murcia) |
| Year | 2019 |
| Volume | 11 |
| Issue | 1 |
| Pages | 3-22 |
| Publication date | 2019-04-01 |
| Open Access | No |
| Type | ARTICLE |
| Venue | Catalan Journal of Communication & Cultural Studies (JOURNAL) |
| Journal identifiers | ISSN: 1757-1898 • E-ISSN: 1757-1901 |
| Publisher | Intellect (PUBLISHER • GB) |
| DOI | 10.1386/cjcs.11.1.3_1 |
| OpenAlex | W2948289105 |
| Language | EN |
| Citations received | 9 |
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
Esports and the Media
The show must go on
The impact of technology on sports – A prospective study
Esports ecosystem in the United States
Shouldering the burden
Situational analysis of Iran’s eSports ecosystem
Esports development ecosystem in Hong Kong
Cross-country comparison of the esports industry in China, South Korea and Japan
Searching synergy between esport and academy
| Citations per year | 2.25 |
|---|---|
| Citation span | 2022 - 2026 (5) |
| Highly cited | No |