2021
DOI: 10.1080/17430437.2021.1890037
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Virtual games meet physical playground: exploring and measuring motivations for live esports event attendance

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Cited by 20 publications
(22 citation statements)
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References 57 publications
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“…Illustrating the growing popularity of these events, Pu et al (2022) mention that the 2018 League of Legends World Championship, which took place at the World Cup Stadium in Seoul, was sold out with 40 000 attendees at the tournament. eSports events, like any other events, have a definite economic impact on other industries such as wholesale, retail trade and food and beverage services at tourism destinations (Hlee & Lee 2023;Thompson, Taheri & Scheuring 2022).…”
Section: Esportsmentioning
confidence: 99%
See 2 more Smart Citations
“…Illustrating the growing popularity of these events, Pu et al (2022) mention that the 2018 League of Legends World Championship, which took place at the World Cup Stadium in Seoul, was sold out with 40 000 attendees at the tournament. eSports events, like any other events, have a definite economic impact on other industries such as wholesale, retail trade and food and beverage services at tourism destinations (Hlee & Lee 2023;Thompson, Taheri & Scheuring 2022).…”
Section: Esportsmentioning
confidence: 99%
“…Due to the technological nature of these events, the challenge with eSports events is that they are continually changing and updating in terms of games, software and hardware required (Jenny et al 2018). Pu et al (2022) explain that eSports events create an opportunity for physical and virtual spectating to happen simultaneously. South Africa is at the forefront of embracing eSports events in Africa and therefore has the opportunity to be the leader in Africa by hosting events.…”
Section: Esportsmentioning
confidence: 99%
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“…Los trabajos de demanda de asistencia a los recintos deportivos se han ido complementando con otros relativos a las audiencias televisivas (Artero et al, 2019;Bizzozero et al, 2016;Brown y Salaga, 2018;Buraimo y Simmons, 2015y Caruso et al, 2019 y, entre otros aspectos, al interés y participación en videojuegos electrónicos deportivos (García y Murillo, 2018;Lee y Schoenstedt, 2011, Pu et al, 2021.…”
Section: La Demanda De Asistencia Y El Gasto De Los Hogaresunclassified
“…Además, la pandemia de 2019 (COVID-19) ha generado un aumento adicional en el número de espectadores y de jugadores, llegando a superar a muchos deportes tradicionales (Cranmer et al, 2021;Droesch, 2020). Estas cifras han desembocado en la creación de eventos de esports de una manera cada vez más asidua, ya que los asistentes a dichos eventos sienten una fuerte implicación por las actividades y productos que se ofrecen en ellos (Pu et al, 2021).…”
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