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Next Generation eSports:The Convergence of eSports and Fan Tourism Perspectives

  • 간행물
    한국경영정보학회 정기 학술대회 바로가기
  • 권호(발행년)
    2022 경영정보관련학회 춘계통합학술대회 (2022.06) 바로가기
  • 페이지
    pp.642-645
  • 저자
    Zhang Jialing, Kim Myungja, Koo Chulmo
  • 언어
    영어(ENG)
  • URL
    https://www.earticle.net/Article/A416386

원문정보

초록

영어
With the rapid growth of the fourth industry in recent years, the way young people entertain themselves is changing rapidly, with PC and mobile gaming becoming increasingly popular. Going to venues to watch eSports matches has also become a new motivation for many young people to travel. The development of the global eSports industry is now showing a steady upward trend. In this paper, we will combine the motivations of traditional sports fans travelling with those of viewers watching eSports competitions online to extract motivations to match the fans why watching eSports competitions offline. And also, we will illustrate the integration of the eSports industry with the tourism industry in terms of eSports event host cities and industry strengths. Finally, some tentative directions for development are proposed in the discussion section.

목차

Abstract:
1. Introduction
2. Literature review
2.1 Why people watch eSports games
2.2 Experience Economy Model (EEM)
2.3 Appeal of off-line eSports tourism
3. Research Model and analysis
3.1 Research Model
3.2 Questionnaire
3.3 Data collection and demographic analysis
3.4 Measurement model analysis
3.5 Structural Model Analysis
3.6 Mediation Effect Analysis
4. Conclusion
Reference

저자

  • Zhang Jialing [ Department of Smart Tourism Education Platform, Kyung Hee University, 경희대학교 스마트관광원 ]
  • Kim Myungja [ 경희대학교 호텔관광대학 ]
  • Koo Chulmo [ Department of Smart Tourism Education Platform, Kyung Hee University, 경희대학교 스마트관광원 ]

참고문헌

자료제공 : 네이버학술정보

    간행물 정보

    • 간행물
      한국경영정보학회 정기 학술대회 [KMIS Conference]
    • 간기
      반년간
    • 수록기간
      1990~2025
    • 십진분류
      KDC 325 DDC 658