Pioneering eSport: the experience economy and the marketing of early 1980s arcade gaming contests
Title
Pioneering eSport: the experience economy and the marketing of early 1980s arcade gaming contests
Subject
e-sport, professional gamer, arcade, experience economy, event marketing, video games, public events
Description
This article sets out to historicize the development of e-sport (organized competitive digital gaming) in the early 1980s using three new conceptual frameworks. We identify e-sport as an accompaniment of the broader embryonic gamer culture, a hallmark of the “experience economy” concept, and as a succession of consumer practices whose development was coterminous with the rise of event marketing as a leading promotional business strategy. By examining the origins of e-sport as both a marketized event and experiential commodity, we see this period as a transitory era bridging different phases in the areas of sports, marketing, and technology, resulting in the expansion of competitive cyberathleticism.
Creator
Borowy, Michael
Jin, Dal Y.
Jin, Dal Y.
Source
Google Scholar
Publisher
ijoc.org
Date
2013
Relation
International Journal of Communication 7
Language
eng
Type
Text
Identifier
Publikationsform
Digitaler Zeitschriftenartikel
Seitenzahl
2254-2274
Collection
Citation
Borowy, Michael
Jin, Dal Y. (2013). Pioneering eSport: the experience economy and the marketing of early 1980s arcade gaming contests. Abgerufen von Externer Link zum Volltext