Abstract
Roughly defined as “a form of sports where the primary aspects of the sport are facilitated by electronic systems”, eSports is already a key phenomenon of the modern digital area (Hamari and Sjöblom, 2017). Organized in leagues and ladders around different games of various genres, eSports is a very successful business venture and still growing year by year (Warman, 2017). Through streaming options on various platforms (e.g., twitch.tv or youtube.com), eSports can be consumed by users all over the world (Yu et al., 2018).
An earlier version of this paper was pubslished under: Neus, F.; Nimmermann, F.; Wagner, K. & Schramm-Klein, H.: “Differences and Similarities in Motivation for Offline and Online Esports Event Consumption”, Proceedings of the 2019 52th Hawaii International Conference on System Sciences (HICSS), Maui, USA: Association for Information Systems, 2019.
Reprinted by Permission from Springer Nature Customer Service Centre GmbH: Springer Nature “Congruency, Expectations and Comsumer Behavior in Digital Environments” by Frederic Nimmermann [COPYRIGHT] (2020).
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Neus, F. (2020). Differences and Similarities in Motivation for Offline and Online eSports Event Consumption. In: Event Marketing in the Context of Higher Education Marketing and Digital Environments. Handel und Internationales Marketing Retailing and International Marketing. Springer Gabler, Wiesbaden. https://doi.org/10.1007/978-3-658-29262-1_6
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DOI: https://doi.org/10.1007/978-3-658-29262-1_6
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