The eSports Market and eSports Sponsoring
Tectum Wissenschaftsverlag
978-3-8288-3891-8 (ISBN)
Living in a household with up-to-date computer equipment, Julian Ströh grew up with a strong fascination for digital games and fell in love with Warcraft III and eSports as a teenager. To work in a business environment he feels passionate about, he uses his natural enthusiasm for and knowledge about games to pursue his professional marketing career in the gaming industry.
Table of Content
List of Abbreviations
Lists of Images and Tables
1 Introduction
1.1 Problem Statement
1.2 Disambiguation
2 The eSports Market
2.1 Historical Development
2.2 ESports Disciplines
2.2.1 Hardware Systems
2.2.2 Genres and Games
2.3 Key Components of the eSports Ecosystem
2.3.1 Consumers: The eSports Fans
2.3.2 Players
2.3.3 Teams: eSports Clubs
2.3.4 Leagues and Tournaments
2.3.5 Events
2.3.6 Media Channels
2.3.7 Publishers
2.3.8 Brands
2.3.9 Associations
2.4 Risk Factors
2.4.1 Corruption
2.4.2 Virtual Violence
2.5 Sponsoring in Western eSports
2.5.1 Sponsoring Properties and Activities
2.5.2 Sponsor Composition
2.5.3 The Attractiveness of the Target Group
2.6 Consolidation and Future Outlook
2.6.1 Overall Market Size and Growth
2.6.2 Magic Triangle of Sports and the Flow of Money
2.6.3 New Technologies
2.6.4 Legal and Political Aspects and the Relation to Trad. Sports
3 Empirical Research on 3rd and 4th Degree Sponsoring
3.1 Previous Research on eSports
3.2 Research Problem Definition and Objectives
3.3 The Case Study
3.4 Theoretical Model, Research Design and Methods
3.5 Data Collection
3.5.1 Field Study
3.5.2 Online Survey
3.6 Data Analysis
3.6.1 Socio-Demographics
3.6.2 Verification of the Required Conditions
3.6.3 Attitude towards Sports Sponsoring
3.6.4 Awareness at Event
3.6.5 Attitude and Perception
3.6.6 Image Transfer Potential
3.6.7 Created Brand Connection with eSports
3.6.8 International Results
3.7 Summarization and Implications
3.8 Limitations and Future Research
4 Conclusion
Bibliography
Appendixes
| Erscheinungsdatum | 17.01.2017 |
|---|---|
| Sprache | englisch |
| Maße | 148 x 210 mm |
| Gewicht | 276 g |
| Themenwelt | Wirtschaft ► Betriebswirtschaft / Management ► Marketing / Vertrieb |
| Schlagworte | 3rd & 4th Degree Sponsoring • 3rd &4th Degree Sponsoring • 3rd Degree Sponsoring • 4th Degree Sponsoring • Brand Connection • Computerspiele • Computer- und Onlinespiele • eSports • Gaming • Image Transfer Potential • Management: Marketing und Vertrieb • Sponsorship • Sportmarketing • Sportsponsoring • Sport: Veranstaltungen und Event Management • Wettkampfsport und andere Sportarten |
| ISBN-10 | 3-8288-3891-X / 382883891X |
| ISBN-13 | 978-3-8288-3891-8 / 9783828838918 |
| Zustand | Neuware |
| Informationen gemäß Produktsicherheitsverordnung (GPSR) | |
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