The eSports ecosystem: Stakeholders and trends in a new show business

IF 0.8 Q3 COMMUNICATION
José Agustín Carrillo Vera, J. Terrón
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引用次数: 16

Abstract

The competitive practice of videogames, known as electronic sports, has changed the traditional entertainment consumption scenario associated with games, creating a new kind of show business with several specific features. This article aims to introduce a holistic view of this new phenomenon, delimiting its socio-economic ecosystem and identifying the actors and relationship characteristics of its dynamic. This model of analysis allows us to take a general perspective of every actor role within the industry. Our research focuses on the new business models, the spectacularization of the eSports industry and the relationship between videogame and user. Finally, this article attends to the emerging issues, challenges and traditional game industry disruptions related to the mobile devices, game distribution platforms and the prosumer identity of the gamer in the digital society.
电子竞技生态系统:新娱乐业的利益相关者和趋势
电子游戏的竞技实践,被称为电子竞技,已经改变了与游戏相关的传统娱乐消费场景,创造了一种具有几个特定功能的新娱乐业。本文旨在对这一新现象进行整体分析,界定其社会经济生态系统,识别其动态的行动者和关系特征。这种分析模型使我们能够对行业内的每个角色都有一个大致的了解。我们的研究重点是新的商业模式,电子竞技产业的壮观化以及电子游戏和用户之间的关系。最后,本文还将讨论与移动设备、游戏发行平台和数字社会中玩家的消费身份相关的新兴问题、挑战和传统游戏产业的颠覆。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
1.20
自引率
20.00%
发文量
14
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