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

Research output: Chapter in Book/Report/Conference proceedingChapterpeer-review

1 Scopus citations

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 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.

Original languageEnglish
Title of host publicationBrand Co-Creation Tourism Research
Subtitle of host publicationContemporary Issues and Challenges
PublisherApple Academic Press
Pages139-158
Number of pages20
ISBN (Electronic)9781000778960
ISBN (Print)9781774912515
DOIs
StatePublished - 1 Jan 2023

Bibliographical note

Publisher Copyright:
© 2024 Apple Academic Press, Inc.

Keywords

  • COVID-19
  • consumer engagement
  • e-sports gaming events
  • player engagement
  • social presence theory
  • spectator engagement

ASJC Scopus subject areas

  • General Economics, Econometrics and Finance
  • General Business, Management and Accounting
  • General Arts and Humanities

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