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The esports experience economy: a multiple case study of esports events, peripherals and fashion

Brock, Tom; Crawford, Garry

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Authors

Tom Brock



Abstract

Purpose - To examine the cultural and economic circumstances that shape esports consumer agency through case studies of 'experiential consumption' (Miles, 2021).

Design/methodology/approach - A multiple case study approach (Stake, 2006) is deployed alongside participant observation and document analysis to identify three cases of experiential consumption in esports-an esports tournament, a large online community for gaming peripherals and accessories, and an esportswear fashion brand.

Findings - The research identifies three aspects of experiential consumption relevant to esports. First, tournaments are sensory and emotional 'spectacles', immersing consumers in memorable experiences. Second, online gaming communities enable consumers to express themselves through 'self-work'. Third, esportswear companies engage consumers with exclusive, authentic fashion experiences via 'lifestyle branding'.

Research limitations/implications - The case studies highlight the need for future cross-cultural research on esports experiences, particularly how regional differences shape consumer behaviour. The impact of emerging technologies like VR, AR, blockchain and AI on personalising experiences, enhancing interactivity, and related ethical considerations should be further explored. Practical implications-Esports stakeholders can enhance esports events with real-time data analytics, VR and AR to create immersive experiences. They can also diversify income streams via personalised and exclusive apparel lines that reflect consumer identity, collaborating with mainstream fashion or entertainment brands. Compelling, emotionally resonant storytelling can deepen fan engagement and help build brand loyalty.

Originality/value - This article presents a new theoretical understanding of esports consumption through multiple case studies of experiential consumption, revealing the central role that 'experience' plays in shaping the design and choice of esports products and services.

Journal Article Type Article
Acceptance Date Oct 27, 2024
Online Publication Date Dec 2, 2024
Deposit Date Nov 7, 2024
Publicly Available Date Dec 6, 2024
Journal Internet Research
Print ISSN 1066-2243
Publisher Emerald
Peer Reviewed Peer Reviewed
DOI https://doi.org/10.1108/INTR-02-2024-0138
Keywords Esports; Experience; Identity; Video Games; Consumer Behaviour

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