2018
DOI: 10.18666/jasm-2018-v10-i1-8469
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eSports Venues: A New Sport Business Opportunity

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Cited by 99 publications
(74 citation statements)
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“…This is particularly evident in events featuring national teams, focusing on the nationalist aspects prevalent in such sporting events, but also including more general sports practices such as similarities in the broadcast structure, the commentary itself, how teams and players are presented, the showing of highlights and replays, as well as the capture of audience sentiment (Turtiainen et al, 2018). Other concepts that stem from traditional sports have also been investigated within esports, for example sportsmanship, fair play and doping (Carter and Gibbs, 2013;Irwin and Naweed, 2018;Karhulahti and Kimppa, 2018), collegiate level esports (Keiper et al, 2017;Schaeperkoetter et al, 2017), sport venues (Jenny et al, 2018), ergonomics (Paravizo and de Souza, 2018), and the legal rights and career aspects of players/athletes (Bayliss, 2016;Salo, 2017).…”
Section: Esportsmentioning
confidence: 99%
“…This is particularly evident in events featuring national teams, focusing on the nationalist aspects prevalent in such sporting events, but also including more general sports practices such as similarities in the broadcast structure, the commentary itself, how teams and players are presented, the showing of highlights and replays, as well as the capture of audience sentiment (Turtiainen et al, 2018). Other concepts that stem from traditional sports have also been investigated within esports, for example sportsmanship, fair play and doping (Carter and Gibbs, 2013;Irwin and Naweed, 2018;Karhulahti and Kimppa, 2018), collegiate level esports (Keiper et al, 2017;Schaeperkoetter et al, 2017), sport venues (Jenny et al, 2018), ergonomics (Paravizo and de Souza, 2018), and the legal rights and career aspects of players/athletes (Bayliss, 2016;Salo, 2017).…”
Section: Esportsmentioning
confidence: 99%
“…In the preceding years, esports slowly grew as an area for serious academic research. Recently, the rate of this work has intensified as the size of the esports industry has grown considerably in the past few years (Jenny et al, 2018). Total revenue for the esports industry approached roughly $1 billion in 2018 as more than 380 million people around the world watched various competitions (Willingham, 2018).…”
Section: The Growth Of Esportsmentioning
confidence: 99%
“…The largest tournaments, such as Dreamhack, World Cyber Games, Major League Gaming Tournament or Intel Extreme Masters, are projects focused not only on the players but also on the audience (Jenny et al, 2018). These events highly resemble sporting contests (Heere, 2018;Holden, Kaburakis, & Rodenberg, 2017).…”
Section: Tournaments and Esports Leaguesmentioning
confidence: 99%