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Pioneering e-sport: the experience economy and the marketing of early 1980s arcade gaming contests (e-journal)
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.
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Informasi Detil
Judul Seri |
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No. Panggil |
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Penerbit | University of Southern California, Annenberg School for Communication & Journalism, Annenberg Press : ., 2013 |
Deskripsi Fisik |
Los Angeles
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Bahasa |
English
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ISBN/ISSN |
1932-8036
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Klasifikasi |
NONE
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Tipe Isi |
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Tipe Media |
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Tipe Pembawa |
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Edisi |
Vol. 17
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Subyek | |
Info Detil Spesifik |
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Pernyataan Tanggungjawab |
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Versi lain/terkait
Tidak tersedia versi lain