The esports market has been growing exponentially has been growing exponentially with much interest from industry and academia. Perhaps because of this growth, there is a lack of …
The games as a service model have enabled game developers to reach worldwide audiences and regard games as services rather than products, opening up new avenues to …
Purpose This study aims to propose a model for predicting consumers' esports videogame engagement on their ensuing consumption behaviors, which remains nebulous to date …
Prior research primarily considers consumers' hedonic gaming experience, defined as an individual's level of pleasure, emotional gratification, and enjoyment from playing a …
Aims: Sustainability refers to the ability of esports to survive or persist. The aim of the paper is to explore emerging themes that support the development of a sustainable esports …
J Chen, Y Wu - Computers in Human Behavior, 2024 - Elsevier
China is not only the largest but also one of the fastest-growing live streaming markets globally. In comparison to Western countries, Chinese viewers have a tendency to engage …
W Hattingh, L Van den Berg… - International Journal of …, 2024 - emerald.com
Purpose Technological advancements in games increased the popularity of online gaming. The rapid expansion of the eSports market may largely be attributed to the ever-increasing …
Purpose The purpose of this study is to present a conceptual model where consumer electronic sports (eSports) engagement (CeSE) acts a predictor for gamers' online …
F Raggiotto, D Scarpi - Journal of Interactive Marketing, 2023 - journals.sagepub.com
The authors investigate subjective well-being in the context of e-sports (competitive video games). They adopt the theoretical lenses of virtual edgework theory, a recent adaptation of …