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Gen Z and Esports: Digitizing the Live Event Brand

As digitization converges with globalization, industries across the world establish new standards, platforms and audience engagement methods to delight consumers adjusting to CV19’s virtual space. Within the Tourism and Hospitality industry, gamification provides the events and meetings sector an op...

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Detalles Bibliográficos
Autor principal: de Freitas, Rebecca
Formato: Online Artículo Texto
Lenguaje:English
Publicado: 2020
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7798078/
http://dx.doi.org/10.1007/978-3-030-65785-7_16
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author de Freitas, Rebecca
author_facet de Freitas, Rebecca
author_sort de Freitas, Rebecca
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description As digitization converges with globalization, industries across the world establish new standards, platforms and audience engagement methods to delight consumers adjusting to CV19’s virtual space. Within the Tourism and Hospitality industry, gamification provides the events and meetings sector an opportunity to implement hybrid events at a level unseen before. Esports is the newest standard of gamification for hybrid, both live and virtual, events. However, within this new standard, there is a large knowledge gap among event organizers of how to execute an esport experience and why esports dominance is necessary to incorporate into hospitality and tourism models. Through understanding esports’ majority consumer, Gen Z, and accurately reflecting esports culture, event organizers will assist the tourism economy through prosperous esport events.
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spelling pubmed-77980782021-01-11 Gen Z and Esports: Digitizing the Live Event Brand de Freitas, Rebecca Information and Communication Technologies in Tourism 2021 Article As digitization converges with globalization, industries across the world establish new standards, platforms and audience engagement methods to delight consumers adjusting to CV19’s virtual space. Within the Tourism and Hospitality industry, gamification provides the events and meetings sector an opportunity to implement hybrid events at a level unseen before. Esports is the newest standard of gamification for hybrid, both live and virtual, events. However, within this new standard, there is a large knowledge gap among event organizers of how to execute an esport experience and why esports dominance is necessary to incorporate into hospitality and tourism models. Through understanding esports’ majority consumer, Gen Z, and accurately reflecting esports culture, event organizers will assist the tourism economy through prosperous esport events. 2020-11-28 /pmc/articles/PMC7798078/ http://dx.doi.org/10.1007/978-3-030-65785-7_16 Text en © The Author(s) 2021 Open Access This chapter is licensed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/), which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made. The images or other third party material in this chapter are included in the chapter's Creative Commons license, unless indicated otherwise in a credit line to the material. If material is not included in the chapter's Creative Commons license and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder.
spellingShingle Article
de Freitas, Rebecca
Gen Z and Esports: Digitizing the Live Event Brand
title Gen Z and Esports: Digitizing the Live Event Brand
title_full Gen Z and Esports: Digitizing the Live Event Brand
title_fullStr Gen Z and Esports: Digitizing the Live Event Brand
title_full_unstemmed Gen Z and Esports: Digitizing the Live Event Brand
title_short Gen Z and Esports: Digitizing the Live Event Brand
title_sort gen z and esports: digitizing the live event brand
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7798078/
http://dx.doi.org/10.1007/978-3-030-65785-7_16
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