2019
DOI: 10.2139/ssrn.3501522
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Personal Brands of ESports Athletes: An Exploration of Evaluation Mechanisms

Abstract: Esports organisations and athletes, being participants of an attention-driven market, are constantly discussed, compared and evaluated by spectators in a cross-media-based process on such platforms as Twitch, Reddit and others. In this work, we discuss an approach to analyse valuation practices related to esports spectatorship based on the concepts of a brand as an organising device, using computational text analysis tools and reconstruction of personal networks.

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Cited by 3 publications
(4 citation statements)
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“…With technological progress, consumption habits have changed as well, allowing viewers greater access not only as fans, but as integral actors in the esports ecosystem. Esports players have become brands onto themselves, relying on audience perception to validate success and maintain popularity (Musabirov et al, 2019). As with nearly everything in the twenty-first century, esports being no exception, new access to a constant stream of information places greater scrutiny around talent development and team integration, much like traditional sports.…”
Section: Consumption Identity and Fandommentioning
confidence: 99%
“…With technological progress, consumption habits have changed as well, allowing viewers greater access not only as fans, but as integral actors in the esports ecosystem. Esports players have become brands onto themselves, relying on audience perception to validate success and maintain popularity (Musabirov et al, 2019). As with nearly everything in the twenty-first century, esports being no exception, new access to a constant stream of information places greater scrutiny around talent development and team integration, much like traditional sports.…”
Section: Consumption Identity and Fandommentioning
confidence: 99%
“…The first group of studies is focused on the psychological factors of virtual goods purchases (Hamari and Keronen 2016; Bleize and Antheunis 2019; Hamari and Keronen 2017). The second group of studies is led by human-computer interaction and electronic commerce research and is focused on the experiences virtual items create and the practices which make players interested in using the items (Toups et al 2016;Musabirov et al 2019;Musabirov et al 2017;Bowser et al 2015). The last group is based on an understanding of the social nature of virtual consumption (Lehdonvirta 2009;Lehdonvirta, Wilska, and Johnson 2009;Marder et al 2019).…”
Section: Related Work and Theoretical Framework Approaches To Studyinmentioning
confidence: 99%
“…Choosing the right thing is like solving a puzzle, where the final picture will be your unique appearance. (Musabirov et al 2017;Musabirov et al 2019) show that consumers use a range of logics and activities when evaluating virtual items or merchandise related to professional players. For example, the practice of collecting and combining items into a unique look was found.…”
Section: Related Work and Theoretical Framework Approaches To Studyinmentioning
confidence: 99%
“…For example, ex-post surveys and statistical-based approach were used to manage the health of the eSport athlete [54]. Personal branding of eSports athletes was evaluated in Reference [55]. In Reference [56], streaming-based performance indicators were developed, and players' behavior and performance were assessed.…”
Section: Introductionmentioning
confidence: 99%