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电子竞技体验经济:电子竞技赛事、外设和时尚的多案例研究

The esports experience economy: a multiple-case study of esports events, peripherals and fashion

Internet Research · 2024
被引 8
ABS 3

中文导读

通过三个案例(赛事、外设社区、时尚品牌)研究电子竞技中的体验消费,揭示体验如何塑造产品设计与消费者选择,对电竞从业者和营销研究者有参考价值。

Abstract

Purpose This study aims to examine the cultural and economic circumstances that shape esports consumer agency through case studies of “experiential consumption” (Miles, 2021). Design/methodology/approach A multiple-case study approach (Stake, 2006) is deployed alongside participant observation and document analysis to identify three cases of experiential consumption in esports – an esports tournament, a large online community for gaming peripherals and accessories, and an esportswear fashion brand. Findings The research identifies three aspects of experiential consumption relevant to esports. First, tournaments are sensory and emotional “spectacles”, immersing consumers in memorable experiences. Second, online gaming communities enable consumers to express themselves through “self-work”. Third, esportswear companies engage consumers with exclusive, authentic fashion experiences via “lifestyle branding”. Research limitations/implications The case studies highlight the need for future cross-cultural research on esports experiences, particularly how regional differences shape consumer behaviour. The impact of emerging technologies like virtual reality (VR), augmented reality (AR), blockchain and AI on personalising experiences, enhancing interactivity and related ethical considerations should be further explored. Practical implications Esports stakeholders can enhance esports events with real-time data analytics, VR and AR to create immersive experiences. They can also diversify income streams via personalised and exclusive apparel lines that reflect consumer identity, collaborating with mainstream fashion or entertainment brands. Compelling, emotionally resonant storytelling can deepen fan engagement and help build brand loyalty. Originality/value This article presents a new theoretical understanding of esports consumption through multiple case studies of experiential consumption, revealing the central role that “experience” plays in shaping the design and choice of esports products and services.

电子竞技体验消费市场营销消费者行为