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.

Source

Google Scholar

Publisher

ijoc.org

Date

2013

Relation

International Journal of Communication 7

Language

eng

Type

Text

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

Output Formats