F Dreher, T Ströbel - Journal of Service Theory and Practice, 2023 - emerald.com
Purpose The aim of this paper is to gain insights from a case study into how gamified loyalty programs enable and facilitate value co-creation and what underlying purpose …
Digital distribution has enabled game studios to reach global audiences and treat mobile games as services rather than products, creating novel opportunities to develop value …
RE Kunz, A Roth, JP Santomier - Sport, Business and Management …, 2022 - emerald.com
Purpose Electronic Sports (eSports) is an emerging sector of the sports and entertainment industry experiencing an accelerated increase in consumer and sponsor demand. This …
In the past twenty years, the video game industry has established itself as a significant contributor to the global entertainment economy. Compared to more established …
S Uhrich - Value co-creation in sport management, 2017 - taylorfrancis.com
The consumption of team sports is highly popular and economically relevant. For example, football (soccer)–the most popular team sport in Europe–generated a revenue of€ 16.9 …
Purpose Though the videogame literature is thriving, little remains known regarding the effectiveness of pop-up ads that appear in videogames. Addressing this gap, this study …
Y Seo - Journal of marketing management, 2013 - Taylor & Francis
Competitive computer gaming (eSports) has emerged as an important aspect of virtual-world consumption. This paper advances the concept of eSports consumption in marketing by …
Service-dominant logic (SDL) provides a well-established lens for understanding services as value co-creation processes. However, also value co-destruction can occur in service …
This paper applies the perspective of service-dominant logic, specifically value co-creation in service ecosystems to the context of sports. It builds on the notion that co-created value …