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E-Sports Events as a New Trend in Tourism

Year 2023, Volume: 4 Issue: 1, 1 - 9, 27.03.2023
https://doi.org/10.54493/jgttr.1220083

Abstract

Since the concept of tourism has a multifaceted structure, many activities could be evaluated within the scope of tourism activities. Electronic sports events could also be evaluated in this context. E-sports events such as Call of Duty, Counter-Strike, Valorant and Dota 2 bring users together through many gaming platforms. Thus, when e-sports events are considered as event tourism, these events could lead to tourism movements. It is seen that e-sports players and e-sports viewers travel to the destinations where the event is held. Especially the destinations where these events are organized could provide an advantage in terms of touristic recognition. This study is a conceptual study that predicts that e-sports events will be among the new trends of tourism. This study has been carried out in order to reveal an idea on the effects of e-sports events on the tourism sector. Therefore, systematic literature review has been applied in this study. As a result of the literature review, it has been concluded that e-sports activities could have positive effects on the tourism sector.

References

  • Albani, S., & Usolludin, H.H. (2021). Malaysia as a potential eSports event destination. In Proceedings of the ICLET 2021 Language, Education and Tourism—Embracing changes and challenges. Kulliyyah of Languages and Managements (KLM), International Islamic University of Malaysia Pagoh Campus, Muar, Malaysia, 28–30 June 2021, p. 153–170.
  • Bianchi, C., Milberg, S., & Cúneo, A. (2017). Understanding travelers' intentions to visit a short versus long-haul emerging vacation destination: The case of Chile. Tourism Management, 59, 312-324.
  • Chang, Y., Wann, D., & Inoue, Y. (2018). The effects of implicit team identification on revisit and word-of-mouth intentions: A moderated mediation of emotions and flow. Journal of Sport Management, 32(4), 334-347.
  • Cunningham, G. B., & Kwon, H. (2003). The theory of planned behaviour and intentions to attend a sport event. Sport Management Review, 6, 127-145.
  • Cunningham, G., Fairley, S., Ferkins, L., Kerwin, S., Lock, D., Shaw, S., & Wicker, P. (2018). ESport: Construct specification and implications for sport management. Sport Management Review, 21(1), 1–6.
  • Erzberger, T. (2016). The 2016 top 10 e-sports draft. Accessed 10.12.2022. http://www.espn.com/esports/story/_/id/16454680/the-2016-top-10-esports-draf.
  • Farmaki, A., Olya, H., & Taheri, B. (2021). Unpacking the complex interactions among customers in online fan pages. Journal of Business Research, 125, 164-176.
  • Funk, D. C., & James, J. D. (2006). Consumer loyalty: The meaning of attachment in the development of sport team allegiance. Journal of Sport Management, 20, 189-217.
  • Gladden, J. M., & Funk, D. C. (2002). Developing an understanding of brand associations in team sport: Empirical evidence from consumers of professional sport. Journal of Sport Management, 16, 54-81.
  • Hamari, J., & Sjöblom, M. (2016). Why do people watch others play video games? An empirical study on the motivations of Twitch users. Computers in Human Behavior, 75, 985-996.
  • Harvard International Review (2022). Esports part 1: What are e-sports?. Accessed 10.12.2022 https://hir.harvard.edu/esports-part-1-what-are-esports/.
  • Hayward, A. (2019). NCAA votes to not govern collegiate e-sports. The E-Sports Observer.
  • Horng, J. Chih-Hsing, L., Chou, H., & Chang-Yen, T. (2012). Understanding the impact of culinary brand equity and destination familiarity on travel intentions. Tourism Management, 33, 815-824.
  • Hwang, J. (2022). Cheating in E-sports: a proposal to regulate the growing problem of E-doping, Northwestern University Law Review, 116(5), 1283-1318.
  • Hofstede, G. (1983). Hofstede The cultural relativity of organizational practices and theories. Journal of International Business Studies, 14, 75-89.
  • Hou, J., Yang, X., & Panek, E. (2020). How about playing games as a career? The evolution of E-sports in the eyes of mainstream media and public relations. International Journal of Sport Communication, 13(1), 1-21.
  • Stein, L., Jenkins, H., Ford, S., Green, J., Booth, P., Busse, K., ... & Ross, S. (2014). Spreadable media: Creating value and meaning in a networked culture. Cinema Journal, 53(3), 152-177.
  • Jiménez-Barreto, J., Rubio, N., Campo, S., & Molinillo, S. (2020). Linking the online destination brand experience and brand credibility with tourists' behavioral intentions toward a destination. Tourism Management, 79, 104101.
  • Keiper, M. C., Manning, R. D., Jenny, S., Olrich, T., & Croft, C. (2017). No reason to LoL at LoL: The addition of e-Sports to intercollegiate athletic departments. Journal for the Study of Sports and Athletes in Education, 11(2), 143–160.
  • Kemp, C. (2022). 2022 Esports calendar - all major tournaments and events. Accessed 10.12.2022. https://www.ginx.tv/en/esports/esports-tournaments-events-calendar-2022.
  • Kim, E. (2014). Amazon buys Twitch for $970 million in cash. Accessed 13.12.2022. http://www.businessinsider.com/amazon-buys-twitch-2014-8.
  • Kozinets, R. V., Sherry Jr, J. F., Storm, D., Duhachek, A., Nuttavuthisit, K., & DeBerrySpence, B. (2004). Ludic agency and retail spectacle. Journal of Consumer Research, 31(3), 658-672.
  • Lee., K., & Hyun, S.S. (2015). A model of behavioral intentions to follow online travel advice based on social and emotional loneliness scales in the context of online travel communities: The moderating role of emotional expressivity. Tourism Management, 48, 426-438.
  • Lee, S., Bai., B., & Busser, J. A. (2019). Busser Pop star fan tourists: An application of self-expansion theory. Tourism Management, 72, 270-280.
  • Lu, Y., Chen, H., & Yan, H. (2022). E-sports competition analysis based on intelligent analysis system. Computational Intelligence and Neuroscience, Article ID: 4855550, 1-10.
  • Mahony, D. F., Nakazawa, M., Funk, D. C., James, J. D., & Gladden, J. M. (2002). Motivational factors influencing the behaviour of J. League spectators Sport Management Review, 1-24.
  • Markov, R. (2021). Most watched esports Twitch channels in 2021. Accessed 14.12.2022. https://streamscharts.com/news/most-watched-esports-channels-2021.
  • Masłowski, P., & Karasiewicz, T. (2021). Esports as a new trend in the tourism industry. Geogr. Tour., 9, 95–105.
  • Matsuoka, H., Chelladurai, P., & Harada, M. (2003). Direct and interaction effects of team identification and satisfaction on intention to attend games. Sport Consumer Behavior, 12(4), 244-253.
  • Matzler, K., Strobl, A., Stokburger-Sauer, N., Bobovnicky, A., & Bauer, F. (2016). Brand personality and culture: The role of cultural differences on the impact of personality perceptions on tourists' visit intentions. Tourism Management, 52, 507-520.
  • McLeay, F., Lichy, J., & Major, B. (2019). Co-creation of the ski-chalet community experiencescape. Tourism Management, 74, 413-424.
  • Minkov, M., & Hofstede, G. (2014). Clustering of 316 European regions on measures of values: Do Europe's countries have national cultures? Cross-Cultural Research, 48(2), 144-176.
  • Newzoo.com (2020). Newzoo global e-sports marketing 2020 – light version. Accessed 15.12.2022. www.newzoo.com/insights/trend-reports/newzoo-global-games-arket-report-220-light-version/.
  • Nyström, A. G., McCauley, B., Macey, J., Scholz, T. M., Besombes, N., Cestino, J., Hiltscher, J., Orme, S., Rumble, R., & Törhönen, M. (2022). Current issues of sustainability in esports. Int. J. Esports, 1, 1-19.
  • K.D. Parry, K. D., Jones, I., & Wann, D. L. (2014). An examination of sport fandom in the United Kingdom: A comparative analysis of fan behaviors, socialization, processes, and team identification. Journal of Sport Behavior, 37(3), 251-267.
  • Perez-Vega, R., Taheri, B., Farrington, T., & O'Gorman, K. (2018). On being attractive, social and visually appealing in social media: The effects of anthropomorphic tourism brands on Facebook fan pages. Tourism Management, 66, 339-347.
  • Radman Peša, A., Čičin-Šain, D., & Blažević, T. (2017). New Busıness Model in The Growıng E-Sports Industry. Poslovna Izvrsnost, 11(2), 121-131.
  • Reynolds, T. (2019). NCAA’s Emmert expresses concern over wagering, e-Sports. AP News.
  • Rita, P., Brochado, A., & Dimova, L. (2019). Millennials' travel motivations and desired activities within destinations: A comparative study of the US and the UK. Current Issues in Tourism, 22(16), 2034-2050.
  • Rojas-Méndez, J. I., Davies, G., Jamsawang, J., Duque, J. L. S., & Pipoli, G. M. (2019). Explaining the mixed outcomes from hosting major sporting events in promoting tourism. Tourism Management, 74, 300-309.
  • Stokburger-Sauer, N. E. (2011). The relevance of visitors' nation brand embeddedness and personality congruence for nation brand identification, visit intentions and advocacy. Tourism Management, 32, 1282-1289.
  • Takahashi, D. (2019). Interpret: Women make up 30% of e-Sports audience, up 6.5% from 2016. Retrieved from Venture Beat, 29.11.2022.
  • Taylor, T. L. (2012). Raising the stakes: E-sports and the professionalization of computer gaming. Cambridge: The MIT Press.
  • TwitchTv (2022) About. Accessed 13.10.2022. https://www.twitch.tv/p/about.
  • Qian, T. Y., Wang, J. J., & Zhang, J. J. (2020). Push and Pull Factors in E-Sports Livestreaming: A Partial Least Squares Structural Equation Modeling Approach. Int. J. Sport Commun, 13, 621-642.
  • Woodside, A. G., Hsu, S., & Marshall, R. (2011). General theory of cultures' consequences on international tourism behavior. Journal of Business Research, 64, 785-799.
  • Zackariasson, P., & Wilson T. L. (2010). Paradigm shift s in the video game industry. Competitiveness Review: An International Business Journal, 20(2), 139-151.

E-Sports Events as a New Trend in Tourism

Year 2023, Volume: 4 Issue: 1, 1 - 9, 27.03.2023
https://doi.org/10.54493/jgttr.1220083

Abstract

Since the concept of tourism has a multifaceted structure, many activities could be evaluated within the scope of tourism activities. Electronic sports events could also be evaluated in this context. E-sports events such as Call of Duty, Counter-Strike, Valorant and Dota 2 bring users together through many gaming platforms. Thus, when e-sports events are considered as event tourism, these events could lead to tourism movements. It is seen that e-sports players and e-sports viewers travel to the destinations where the event is held. Especially the destinations where these events are organized could provide an advantage in terms of touristic recognition. This study is a conceptual study that predicts that e-sports events will be among the new trends of tourism. This study has been carried out in order to reveal an idea on the effects of e-sports events on the tourism sector. Therefore, systematic literature review has been applied in this study. As a result of the literature review, it has been concluded that e-sports activities could have positive effects on the tourism sector.

References

  • Albani, S., & Usolludin, H.H. (2021). Malaysia as a potential eSports event destination. In Proceedings of the ICLET 2021 Language, Education and Tourism—Embracing changes and challenges. Kulliyyah of Languages and Managements (KLM), International Islamic University of Malaysia Pagoh Campus, Muar, Malaysia, 28–30 June 2021, p. 153–170.
  • Bianchi, C., Milberg, S., & Cúneo, A. (2017). Understanding travelers' intentions to visit a short versus long-haul emerging vacation destination: The case of Chile. Tourism Management, 59, 312-324.
  • Chang, Y., Wann, D., & Inoue, Y. (2018). The effects of implicit team identification on revisit and word-of-mouth intentions: A moderated mediation of emotions and flow. Journal of Sport Management, 32(4), 334-347.
  • Cunningham, G. B., & Kwon, H. (2003). The theory of planned behaviour and intentions to attend a sport event. Sport Management Review, 6, 127-145.
  • Cunningham, G., Fairley, S., Ferkins, L., Kerwin, S., Lock, D., Shaw, S., & Wicker, P. (2018). ESport: Construct specification and implications for sport management. Sport Management Review, 21(1), 1–6.
  • Erzberger, T. (2016). The 2016 top 10 e-sports draft. Accessed 10.12.2022. http://www.espn.com/esports/story/_/id/16454680/the-2016-top-10-esports-draf.
  • Farmaki, A., Olya, H., & Taheri, B. (2021). Unpacking the complex interactions among customers in online fan pages. Journal of Business Research, 125, 164-176.
  • Funk, D. C., & James, J. D. (2006). Consumer loyalty: The meaning of attachment in the development of sport team allegiance. Journal of Sport Management, 20, 189-217.
  • Gladden, J. M., & Funk, D. C. (2002). Developing an understanding of brand associations in team sport: Empirical evidence from consumers of professional sport. Journal of Sport Management, 16, 54-81.
  • Hamari, J., & Sjöblom, M. (2016). Why do people watch others play video games? An empirical study on the motivations of Twitch users. Computers in Human Behavior, 75, 985-996.
  • Harvard International Review (2022). Esports part 1: What are e-sports?. Accessed 10.12.2022 https://hir.harvard.edu/esports-part-1-what-are-esports/.
  • Hayward, A. (2019). NCAA votes to not govern collegiate e-sports. The E-Sports Observer.
  • Horng, J. Chih-Hsing, L., Chou, H., & Chang-Yen, T. (2012). Understanding the impact of culinary brand equity and destination familiarity on travel intentions. Tourism Management, 33, 815-824.
  • Hwang, J. (2022). Cheating in E-sports: a proposal to regulate the growing problem of E-doping, Northwestern University Law Review, 116(5), 1283-1318.
  • Hofstede, G. (1983). Hofstede The cultural relativity of organizational practices and theories. Journal of International Business Studies, 14, 75-89.
  • Hou, J., Yang, X., & Panek, E. (2020). How about playing games as a career? The evolution of E-sports in the eyes of mainstream media and public relations. International Journal of Sport Communication, 13(1), 1-21.
  • Stein, L., Jenkins, H., Ford, S., Green, J., Booth, P., Busse, K., ... & Ross, S. (2014). Spreadable media: Creating value and meaning in a networked culture. Cinema Journal, 53(3), 152-177.
  • Jiménez-Barreto, J., Rubio, N., Campo, S., & Molinillo, S. (2020). Linking the online destination brand experience and brand credibility with tourists' behavioral intentions toward a destination. Tourism Management, 79, 104101.
  • Keiper, M. C., Manning, R. D., Jenny, S., Olrich, T., & Croft, C. (2017). No reason to LoL at LoL: The addition of e-Sports to intercollegiate athletic departments. Journal for the Study of Sports and Athletes in Education, 11(2), 143–160.
  • Kemp, C. (2022). 2022 Esports calendar - all major tournaments and events. Accessed 10.12.2022. https://www.ginx.tv/en/esports/esports-tournaments-events-calendar-2022.
  • Kim, E. (2014). Amazon buys Twitch for $970 million in cash. Accessed 13.12.2022. http://www.businessinsider.com/amazon-buys-twitch-2014-8.
  • Kozinets, R. V., Sherry Jr, J. F., Storm, D., Duhachek, A., Nuttavuthisit, K., & DeBerrySpence, B. (2004). Ludic agency and retail spectacle. Journal of Consumer Research, 31(3), 658-672.
  • Lee., K., & Hyun, S.S. (2015). A model of behavioral intentions to follow online travel advice based on social and emotional loneliness scales in the context of online travel communities: The moderating role of emotional expressivity. Tourism Management, 48, 426-438.
  • Lee, S., Bai., B., & Busser, J. A. (2019). Busser Pop star fan tourists: An application of self-expansion theory. Tourism Management, 72, 270-280.
  • Lu, Y., Chen, H., & Yan, H. (2022). E-sports competition analysis based on intelligent analysis system. Computational Intelligence and Neuroscience, Article ID: 4855550, 1-10.
  • Mahony, D. F., Nakazawa, M., Funk, D. C., James, J. D., & Gladden, J. M. (2002). Motivational factors influencing the behaviour of J. League spectators Sport Management Review, 1-24.
  • Markov, R. (2021). Most watched esports Twitch channels in 2021. Accessed 14.12.2022. https://streamscharts.com/news/most-watched-esports-channels-2021.
  • Masłowski, P., & Karasiewicz, T. (2021). Esports as a new trend in the tourism industry. Geogr. Tour., 9, 95–105.
  • Matsuoka, H., Chelladurai, P., & Harada, M. (2003). Direct and interaction effects of team identification and satisfaction on intention to attend games. Sport Consumer Behavior, 12(4), 244-253.
  • Matzler, K., Strobl, A., Stokburger-Sauer, N., Bobovnicky, A., & Bauer, F. (2016). Brand personality and culture: The role of cultural differences on the impact of personality perceptions on tourists' visit intentions. Tourism Management, 52, 507-520.
  • McLeay, F., Lichy, J., & Major, B. (2019). Co-creation of the ski-chalet community experiencescape. Tourism Management, 74, 413-424.
  • Minkov, M., & Hofstede, G. (2014). Clustering of 316 European regions on measures of values: Do Europe's countries have national cultures? Cross-Cultural Research, 48(2), 144-176.
  • Newzoo.com (2020). Newzoo global e-sports marketing 2020 – light version. Accessed 15.12.2022. www.newzoo.com/insights/trend-reports/newzoo-global-games-arket-report-220-light-version/.
  • Nyström, A. G., McCauley, B., Macey, J., Scholz, T. M., Besombes, N., Cestino, J., Hiltscher, J., Orme, S., Rumble, R., & Törhönen, M. (2022). Current issues of sustainability in esports. Int. J. Esports, 1, 1-19.
  • K.D. Parry, K. D., Jones, I., & Wann, D. L. (2014). An examination of sport fandom in the United Kingdom: A comparative analysis of fan behaviors, socialization, processes, and team identification. Journal of Sport Behavior, 37(3), 251-267.
  • Perez-Vega, R., Taheri, B., Farrington, T., & O'Gorman, K. (2018). On being attractive, social and visually appealing in social media: The effects of anthropomorphic tourism brands on Facebook fan pages. Tourism Management, 66, 339-347.
  • Radman Peša, A., Čičin-Šain, D., & Blažević, T. (2017). New Busıness Model in The Growıng E-Sports Industry. Poslovna Izvrsnost, 11(2), 121-131.
  • Reynolds, T. (2019). NCAA’s Emmert expresses concern over wagering, e-Sports. AP News.
  • Rita, P., Brochado, A., & Dimova, L. (2019). Millennials' travel motivations and desired activities within destinations: A comparative study of the US and the UK. Current Issues in Tourism, 22(16), 2034-2050.
  • Rojas-Méndez, J. I., Davies, G., Jamsawang, J., Duque, J. L. S., & Pipoli, G. M. (2019). Explaining the mixed outcomes from hosting major sporting events in promoting tourism. Tourism Management, 74, 300-309.
  • Stokburger-Sauer, N. E. (2011). The relevance of visitors' nation brand embeddedness and personality congruence for nation brand identification, visit intentions and advocacy. Tourism Management, 32, 1282-1289.
  • Takahashi, D. (2019). Interpret: Women make up 30% of e-Sports audience, up 6.5% from 2016. Retrieved from Venture Beat, 29.11.2022.
  • Taylor, T. L. (2012). Raising the stakes: E-sports and the professionalization of computer gaming. Cambridge: The MIT Press.
  • TwitchTv (2022) About. Accessed 13.10.2022. https://www.twitch.tv/p/about.
  • Qian, T. Y., Wang, J. J., & Zhang, J. J. (2020). Push and Pull Factors in E-Sports Livestreaming: A Partial Least Squares Structural Equation Modeling Approach. Int. J. Sport Commun, 13, 621-642.
  • Woodside, A. G., Hsu, S., & Marshall, R. (2011). General theory of cultures' consequences on international tourism behavior. Journal of Business Research, 64, 785-799.
  • Zackariasson, P., & Wilson T. L. (2010). Paradigm shift s in the video game industry. Competitiveness Review: An International Business Journal, 20(2), 139-151.
There are 47 citations in total.

Details

Primary Language English
Subjects Tourism (Other)
Journal Section Reviews
Authors

Oguzhan Dulgaroglu 0000-0002-1992-0531

Publication Date March 27, 2023
Submission Date December 16, 2022
Published in Issue Year 2023 Volume: 4 Issue: 1

Cite

APA Dulgaroglu, O. (2023). E-Sports Events as a New Trend in Tourism. Journal of Global Tourism and Technology Research, 4(1), 1-9. https://doi.org/10.54493/jgttr.1220083

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