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Gamers First – How Consumer Preferences Impact eSports Media Offerings
International Journal on Media Management Pub Date : 2020-01-02 , DOI: 10.1080/14241277.2020.1731514
Zeran Ji 1 , Richard C. Hanna 1
Affiliation  

ABSTRACT Since 2016, eSports has grown into a key sector of the media landscape. Yet, manystakeholders are challenged with managing the complexity of eSports media. Existing business model literature suggests that organizations can build competitive advantages by aligning strategy with consumer needs. This approach would aid in the task of eSports management, but current understanding of eSports consumers fails to provide actionable insight; it still being unclear how these consumers perceive value in traditional and digital media offerings or if these perceptions are homogenous. To better understand preferences, we conducted an exploratory survey of 200 gamers/eSports consumers and asked how they perceived traditional media offerings, digital media offerings, and perceptions on personal data; a critical asset to today’s ever more digitized landscape. Cluster analysis was used to segment respondents along a spectrum (low, semi, heavy) of engagement, measured by gaming participation and spectatorship. Next, we analyzed if perceptions were in fact consistent across these three levels of engagement. Through our work, we found eSports consumers are non-monolithic with segmentations having significant impact on perceptions of value for both traditional and digital media offerings. We further found that failure to consider consumer preferences can prevent eSports organizations from effectively operationalizing business strategies. Finally, we demonstrate that knowledge of consumers can be critical, and while eSports is an important platform for brands, audience nuances must be considered in order to properly manage this emerging industry.

中文翻译:

游戏玩家至上——消费者偏好如何影响电子竞技媒体产品

摘要自 2016 年以来,电子竞技已成长为媒体领域的一个关键领域。然而,许多利益相关者在管理电子竞技媒体的复杂性方面面临挑战。现有的商业模式文献表明,组织可以通过使战略与消费者需求保持一致来建立竞争优势。这种方法将有助于电子竞技管理的任务,但目前对电子竞技消费者的理解未能提供可操作的洞察力;目前尚不清楚这些消费者如何看待传统和数字媒体产品的价值,或者这些看法是否相同。为了更好地了解偏好,我们对 200 名游戏玩家/电子竞技消费者进行了探索性调查,询问他们如何看待传统媒体产品、数字媒体产品以及对个人数据的看法;当今日益数字化的环境中的一项重要资产。聚类分析用于根据参与度(低、半、重)范围对受访者进行细分,以游戏参与度和观看率来衡量。接下来,我们分析了这三个参与级别的看法是否实际上一致。通过我们的工作,我们发现电子竞技消费者是非单一的,其细分对传统和数字媒体产品的价值认知有重大影响。我们进一步发现,不考虑消费者偏好会阻碍电子竞技组织有效实施业务战略。最后,我们证明了消费者的知识可能至关重要,虽然电子竞技是品牌的重要平台,但为了妥善管理这个新兴行业,必须考虑受众的细微差别。聚类分析用于根据参与度(低、半、重)范围对受访者进行细分,以游戏参与度和观看率来衡量。接下来,我们分析了这三个参与级别的看法是否确实一致。通过我们的工作,我们发现电子竞技消费者是非单一的,其细分对传统和数字媒体产品的价值认知有重大影响。我们进一步发现,不考虑消费者偏好会阻碍电子竞技组织有效实施业务战略。最后,我们证明了消费者的知识可能至关重要,虽然电子竞技是品牌的重要平台,但为了妥善管理这个新兴行业,必须考虑受众的细微差别。聚类分析用于根据参与度(低、半、重)范围对受访者进行细分,以游戏参与度和观看率来衡量。接下来,我们分析了这三个参与级别的看法是否确实一致。通过我们的工作,我们发现电子竞技消费者是非单一的,其细分对传统和数字媒体产品的价值认知有重大影响。我们进一步发现,不考虑消费者偏好会阻碍电子竞技组织有效实施业务战略。最后,我们证明了消费者的知识可能至关重要,虽然电子竞技是品牌的重要平台,但为了妥善管理这个新兴行业,必须考虑受众的细微差别。
更新日期:2020-01-02
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