2020
DOI: 10.4000/cp.7243
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Identificando os prós, contras e táticas do patrocínio de eSports: Uma revisão integrativa da literatura

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Cited by 6 publications
(6 citation statements)
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“…This statement was supported by the best practice study from one research article, and the result was the most threatening elements are disreputable behavior, negative media influence, the industry's infancy, the videogame's short lifespan, long-term investments, poor performance, and the low visibility outside Twitch and YouTube. As such, brands must be in sync with the audience, punish disreputable behavior, promote gaming's acceptance, study the market, and commit to long-term investments (22). This was related to the result from the previous research, and the result was concept of Esport consumption in marketing by developing the experiential perspective of competitive gaming (23).…”
Section: Discussionmentioning
confidence: 99%
“…This statement was supported by the best practice study from one research article, and the result was the most threatening elements are disreputable behavior, negative media influence, the industry's infancy, the videogame's short lifespan, long-term investments, poor performance, and the low visibility outside Twitch and YouTube. As such, brands must be in sync with the audience, punish disreputable behavior, promote gaming's acceptance, study the market, and commit to long-term investments (22). This was related to the result from the previous research, and the result was concept of Esport consumption in marketing by developing the experiential perspective of competitive gaming (23).…”
Section: Discussionmentioning
confidence: 99%
“…There seems to be various evidence that esports sponsorships may lead to an improved brand image (Freitas et al, 2020). However, there have also been some signs of the exact opposite (Freitas et al, 2019).…”
Section: Literature Reviewmentioning
confidence: 99%
“…Esports' popularity is making its sponsors reap significant ROIs (Freitas et al, 2020), especially increased brand awareness (Str€ oh, 2017). Market studies have reported that there were 495 million esports fans in 2020 (Newzoo, 2020a;Statista, 2020) and that this number is increasing roughly 10.4%-12.3% per year (Newzoo, 2020a).…”
Section: Introductionmentioning
confidence: 99%
“…For example, while the 2014 Football World Championship match between Germany and the USA was watched by 1.7 million people on ESPN (CGC Europe, 2015), the Katowice Intel Extreme Masters esports tournament was viewed by 46 million people on Twitch and YouTube (Statista, 2018). Esports sponsors are also benefiting from increased sales (Winnan, 2016;Freitas et al, 2020). Studies have shown that the average esports fan, not only has a higher than average income (Str€ oh, 2017), but is also an early technological adopter, a compulsive buyer (Winnan, 2016) and a relevant influencer of his social circles' buying behavior (Str€ oh, 2017).…”
Section: Introductionmentioning
confidence: 99%
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