The eSports Market and eSports Sponsoring
- Autor:innen:
- Verlag:
- 11.09.2017
Zusammenfassung
In the last decades, the market for digital games has grown to nearly $100 billion. During this growth, a special gaming segment and community formed surrounding the direct competitive aspect of games: eSports. The core of eSports is similar to traditional types of sport. Players train to become better, clubs are established, tournaments are organized and fans enjoy watching their game being played on the highest level of performance. With viewers and prize money in the millions, eSports have grown into an economically significant media sport ecosystem and a marketing landscape that started to attract non-endemic companies as advertisers and sponsors. This book analyzes the components of the eSports ecosystem as well as their interactions with each other. Furthermore, the attitude of eSports fans towards engagements of non-endemic companies is researched by using a real case study including the Electronic Sports League and German home loan bank Wüstenrot.
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Bibliographische Angaben
- Erscheinungsjahr
- 2017
- Erscheinungsdatum
- 11.09.2017
- ISBN-Print
- 978-3-8288-3891-8
- ISBN-Online
- 978-3-8288-6648-5
- Verlag
- Tectum, Baden-Baden
- Sprache
- Deutsch
- Seiten
- 184
- Produkttyp
- Monographie
Inhaltsverzeichnis
- Titelei/Inhaltsverzeichnis Teilzugriff Seiten 1 - 12 Download Kapitel (PDF)
- 1.1 Problem Statement Kein Zugriff
- 1.2 Disambiguation Kein Zugriff
- 2.1 Historical Development Kein Zugriff
- 2.2.1 Hardware Systems Kein Zugriff
- 2.2.2 Genres and Games Kein Zugriff
- 2.3.1 Consumers: The eSports Fans Kein Zugriff
- 2.3.2 Players Kein Zugriff
- 2.3.3 Teams: eSports Clubs Kein Zugriff
- 2.3.4 Leagues and Tournaments Kein Zugriff
- 2.3.5 Events Kein Zugriff
- 2.3.6 Media Channels Kein Zugriff
- 2.3.7 Publishers Kein Zugriff
- 2.3.8 Brands Kein Zugriff
- 2.3.9 Associations Kein Zugriff
- 2.4.1 Corruption Kein Zugriff
- 2.4.2 Virtual Violence Kein Zugriff
- 2.5.1 Sponsoring Properties and Activities Kein Zugriff
- 2.5.2 Sponsor Composition Kein Zugriff
- 2.5.3 The Attractiveness of the Target Group Kein Zugriff
- 2.6.1 Overall Market Size and Growth Kein Zugriff
- 2.6.2 Magic Triangle of Sports and the Flow of Money Kein Zugriff
- 2.6.3 New Technologies Kein Zugriff
- 2.6.4 Legal and Political Aspects and the Relation to Traditional Sports Kein Zugriff
- 3.1 Previous Research on eSports Kein Zugriff
- 3.2 Research Problem Definition and Objectives Kein Zugriff
- 3.3 The Case Study Kein Zugriff
- 3.4 Theoretical Model, Research Design and Methods Kein Zugriff
- 3.5.1 Field Study Kein Zugriff
- 3.5.2 Online Survey Kein Zugriff
- 3.6.1 Socio-Demographics Kein Zugriff
- 3.6.2 Verification of the Required Conditions Kein Zugriff
- 3.6.3 Attitude towards Sports Sponsoring Kein Zugriff
- 3.6.4 Awareness at Event Kein Zugriff
- 3.6.5 Attitude and Perception Kein Zugriff
- 3.6.6 Image Transfer Potential Kein Zugriff
- 3.6.7 Created Brand Connection with eSports Kein Zugriff
- 3.6.8 International Results Kein Zugriff
- 3.7 Summarization and Implications Kein Zugriff
- 3.8 Limitations and Future Research Kein Zugriff
- 4 Conclusion Kein Zugriff Seiten 90 - 93
- Bibliography Kein Zugriff Seiten 94 - 123
- Appendixes Kein Zugriff Seiten 124 - 184




