E-Sport Events within Tourism Paradigm: A Conceptual Discussion
Abstract
E-sports (electronic sports) refers to organized video gaming events or tournaments that culminate in championships at either the regional or international level. The e-sports market is experiencing rapid growth. By 2020, the market is expected to generate over US$1.48 billion in revenue. The number of viewers who regularly follow the industry and tune in to watch international competitions is projected to reach 589 million by 2020. There are many reasons why e-sports events are attractive and remarkable experiences: fans get the chance to (a) watch the best players in the world compete; (b) meet their favorite players; and (c) share their passion with hundreds of like-minded fans. This hip version of event tourism, e-sports tourism, has been flying under the radar for a long time but has finally, in recent years, entered the mainstream. This study discussed the relationship between e-sports and tourism by examining e-sports events within the tourism paradigm. Consequently, e-sports events, as a growing market, constitutes an important attraction for the tourism sector.
Keywords
References
- Agius, M. (2015). E-sports as a niche tourist attraction: an international exploratory study (B.A. Thesis), Institute for Tourism, Travel & Culture, University of Malta.
- Ayar, H. (2018). Development of e-sport in Turkey and in the world. International Journal of Science Culture and Sport, 6(1), 95-102.
- Borowy, M. & Jin, D. (2013). Pioneering eSport: The experience economy and the marketing of early 1980s arcade gaming contests. International Journal of Communication, 7, 2254–2274.
- Bull, C., & Weed, M. (2012). Sports tourism: Participants, policy and providers. London: Routledge.
- Casselman, B. (2015). Resistance is futile: eSports is massive and growing. [Online] Available: http://espn.go.com/espn/story/_/id/13059210/esportsmassive-industry-growing
- Christophers, J., & Scholz, T. (Eds.) (2010). eSports Yearbook 2009. Norderstedt: Books on Demand GmbH.
- Christophers, J., & Scholz, T. (Eds.) (2011). eSports Yearbook 2010. Norderstedt: Books on Demand GmbH.
- Creighton, M. R. (1994). "Edutaining" children: consumer and gender socialization in Japanese marketing. Ethnology, 33(1), 35-52.
Details
Primary Language
English
Subjects
Tourism (Other)
Journal Section
Research Article
Authors
Publication Date
June 27, 2019
Submission Date
February 11, 2019
Acceptance Date
March 8, 2019
Published in Issue
Year 2019 Volume: 3 Number: 1
Cited By
The rise of E-Sports and potential for Post-COVID continued growth
Sport in Society
https://doi.org/10.1080/17430437.2020.1819695Application of virtual reality technologies in the comrades’ marathon as a response to COVID-19 pandemic
Development Southern Africa
https://doi.org/10.1080/0376835X.2021.1911788E-Sports Competition Analysis Based on Intelligent Analysis System
Computational Intelligence and Neuroscience
https://doi.org/10.1155/2022/4855550Un nuevo escenario cibercomunicativo: la cobertura de deportes electrónicos en las televisiones públicas de Europa
Revista Latina de Comunicación Social
https://doi.org/10.4185/RLCS-2022-1782The key role of the event in combining business and community-based logics for managing an ecosystem: Empirical evidence from Lyon e-Sport
European Management Journal
https://doi.org/10.1016/j.emj.2022.07.005Influence mechanism of tourists' impulsive behavior in E-sports tourism: Mediating role of arousal
Tourism Management Perspectives
https://doi.org/10.1016/j.tmp.2022.101032eSports Events Trend: A Promising Opportunity for Tourism Offerings
Sustainability
https://doi.org/10.3390/su142113803Spatial agglomeration effects on eSports events: An intra- and inter-industry and regional analysis approach
Information Processing & Management
https://doi.org/10.1016/j.ipm.2022.103246YENİ BİR MESLEK GRUBU: E-SPOR ÇALIŞANLARI VE ÇALIŞMA HAKLARI
İnönü Üniversitesi Hukuk Fakültesi Dergisi
https://doi.org/10.21492/inuhfd.1192979Chinese eSports Industry’s Boom and Recession: Evidence From Bubble Detection Framework
SAGE Open
https://doi.org/10.1177/21582440231218110Spor Bilimleri Fakültesi Öğrencilerinin Elektronik Spor Tüketimine Yönelik Metaforik Yaklaşımları
Spor ve Performans Araştırmaları Dergisi
https://doi.org/10.17155/omuspd.1420275From the Asia-Pacific to Africa: the involvement of stakeholders in the novel esports societies in the digital sport era
Sport in Society
https://doi.org/10.1080/17430437.2024.2367698Rekreatif bir faaliyet olarak espora oyuncular gözünden bir bakış
Tourism and Recreation
https://doi.org/10.53601/tourismandrecreation.1377867Uncovering Differences: A Study on Loyalty in Esports Mobile Apps by Gender
Physical Culture and Sport. Studies and Research
https://doi.org/10.2478/pcssr-2024-0019Investigating viewer engagement in esports through motivation and attitudes toward metaverse and NFTs
Scientific Reports
https://doi.org/10.1038/s41598-024-70847-zAn approach to innovative eSports from a business perspective
Journal of Innovation & Knowledge
https://doi.org/10.1016/j.jik.2024.100555From online games to offline travel: Gaming flow, attachment, and esports travel
Journal of Vacation Marketing
https://doi.org/10.1177/13567667251314201Investigating esports tourism research using artificial intelligence applications: ChatGPT versus ZekAI
Tourism and Recreation
https://doi.org/10.53601/tourismandrecreation.1517704Examining the role of motivations and participation frequency in general and social self-efficacy outcomes among esports gamers
Sport, Business and Management: An International Journal
https://doi.org/10.1108/SBM-07-2025-0169E-Sports Tourism Worldwide: Current State Analysis and Turkey's Potential
Kocatepe Turizm Araştırmaları Dergisi
https://doi.org/10.66807/kotad.1869146Spectators' perceptions of esports tourism
SPORT TK-Revista EuroAmericana de Ciencias del Deporte
https://doi.org/10.6018/sportk.689241