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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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Judul Seri
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No. Panggil
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Penerbit University of Southern California, Annenberg School for Communication & Journalism, Annenberg Press : .,
Deskripsi Fisik
Los Angeles
Bahasa
English
ISBN/ISSN
1932-8036
Klasifikasi
NONE
Tipe Isi
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Tipe Media
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Tipe Pembawa
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Edisi
Vol. 17
Subyek
Info Detil Spesifik
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Pernyataan Tanggungjawab

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