A perspective on value co-creation processes in eSports service ecosystems

IF 1.9 Q3 HOSPITALITY, LEISURE, SPORT & TOURISM
Reinhard E. Kunz, Alexander Roth, J. Santomier
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引用次数: 5

Abstract

PurposeElectronic Sports (eSports) is an emerging sector of the sports and entertainment industry experiencing an accelerated increase in consumer and sponsor demand. This paper aims to study selected cases of eSports service ecosystems, to identify similarities and differences and to understand the different roles, relationships and multiple interactions of actors involved in value co-creation processes.Design/methodology/approachThis empirical paper follows the service-dominant logic to highlight value creation. Based on the sport value framework, an organizing logic for the actors in sports-related ecosystems to exchange service and co-create value, the authors apply the conceptualization of an eSports service ecosystem framework in which actors create value through their interactions. A case study approach was applied to qualitatively describe two cases of value co-creation by multiple actors during three eSports events. Case study 1a is the 2019 League of Legends World Championship Finals in Paris. Case study 1b is the 2020 League of Legends World Championship Finals in Shanghai. Case study 2 is the BLAST Premier Counter-Strike: Global Offensive Global Final 2020, which was entirely virtual.FindingsThe outcome is an empirically investigated conceptual framework of multiple actors co-creating value within a service ecosystem in eSports. The insights of the cases explain how actors interact with each other and co-create value during events in eSports ecosystems. The cases illustrate interactions in the context of eSports where the actors are connected within ecosystems. This enables further development of a value co-creation concept and a better understanding of value co-creation in eSports.Originality/valueThis study contributes to research by explicating a theoretically grounded framework for eSports service ecosystems based on empirical evidence. This research extends the scope of value co-creation beyond the firm–customer dyad to a service ecosystem in eSports, demonstrating the dynamic interactions of multiple actors.
电子竞技服务生态系统中价值共同创造过程的视角
电子竞技(eSports)是体育和娱乐行业的一个新兴领域,消费者和赞助商的需求正在加速增长。本文旨在研究选定的电子竞技服务生态系统案例,以识别异同,了解价值共创过程中参与者的不同角色、关系和多重互动。设计/方法论/方法本文遵循服务主导的逻辑,突出价值创造。基于体育价值框架(体育相关生态系统中参与者交换服务和共同创造价值的组织逻辑),作者应用了电子竞技服务生态系统框架的概念,其中参与者通过互动创造价值。应用案例研究方法定性描述了三个电子竞技赛事中多个参与者共同创造价值的两个案例。案例研究1a是2019年在巴黎举行的《英雄联盟》世界锦标赛总决赛。案例1b是2020年英雄联盟世界冠军赛总决赛在上海举行。案例研究2是BLAST Premier反恐精英:全球攻势全球决赛2020,这是完全虚拟的。结果是对电子竞技服务生态系统中多个参与者共同创造价值的概念框架进行了实证调查。这些案例的见解解释了参与者如何在电子竞技生态系统的活动中相互作用并共同创造价值。这些案例说明了电子竞技环境中的互动,参与者在生态系统中相互联系。这有助于进一步发展价值共同创造概念,并更好地理解电子竞技中的价值共同创造。原创性/价值本研究以实证为基础,阐述了电竞服务生态系统的理论框架,有助于研究。本研究将价值共同创造的范围从公司与客户的二元关系扩展到电子竞技的服务生态系统,展示了多个参与者之间的动态互动。
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
Sport Business and Management-An International Journal
Sport Business and Management-An International Journal HOSPITALITY, LEISURE, SPORT & TOURISM-
CiteScore
4.10
自引率
15.40%
发文量
25
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