EXPLOSIVE GROWTH OF ESPORTS? A SYSTEMATIC LITERATURE REVIEW ON THE - - PowerPoint PPT Presentation

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EXPLOSIVE GROWTH OF ESPORTS? A SYSTEMATIC LITERATURE REVIEW ON THE - - PowerPoint PPT Presentation

HOW COMMUNICATION TECHNOLOGY CREATE EXPLOSIVE GROWTH OF ESPORTS? A SYSTEMATIC LITERATURE REVIEW ON THE INFLUENCE OF DIGITAL MEDIA IN GAMIFICATION AND YOUTHS SATISFACTION IN MALAYSIAN ESPORTS INDUSTRY MOHAMED SHAFIQ MOHAMED AYUB DR. DZAA IMMA


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HOW COMMUNICATION TECHNOLOGY CREATE EXPLOSIVE GROWTH OF ESPORTS?

A SYSTEMATIC LITERATURE REVIEW ON THE INFLUENCE OF DIGITAL MEDIA IN GAMIFICATION AND YOUTH’S SATISFACTION IN MALAYSIAN ESPORTS INDUSTRY MOHAMED SHAFIQ MOHAMED AYUB

  • DR. DZAA IMMA ABDUL LATIFF

shafiquitmrembau@gmail.com +60197745464 Faculty of Communication and Media Studies UiTM Negeri Sembilan

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THINGS YOU DIDN’T KNOW ABOUT THE ESPORTS INDUSTRY

https://www.youtube.com/watch?v=7cic L53J0Kg

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OUTLINE

INTRODUCTION

01

WHAT IS ESPORTS?

02

METHODOLOGY

03

CONCLUSION

04

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INTRODUCTION

Playing video games has become one

  • f the most

popular recreational activities, not just among children and adolescents, but also among adults too (Entertainment Software Association 2017). Video games have changed throughout the past five decades, and have developed from early standalone games such as Space Marines (1962) and Pong (1972) into collaborative and competitive games played via massively multiplayer online environments, where millions of players can play simultaneously against the games’ non- player enemies or against other players. More recently, video game playing has become professionalized and for a small minority of players has become a career option in the world of competitive gaming (Faust et al. 2013; Griffiths 2017). This new professional type of video gaming activity has been termed Esports (electronic sports). Esports is a new area in the gaming culture, and is starting to become one of the most essential and popular part

  • f

video game communities, especially among adolescents and emerging adults.

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The Video Game Market by Region in 2016: Asian growth

58% of the global growth of 2016 will come from the growth of the Asia and Pacific region. In addition, it is estimated that in 2018 the sum of the online video game market in China, Japan and South Korea will double that of the rest of the world as a whole.

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1.4 BILLION POTENTIAL AUDIENCE

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Research Objectives

To identi ntify fy the type e of f comm mmuni nicati cation n technolo hnology gy in the develo lopmen pment t of Esports rts indus dustry try To identi ntify fy the most effe fectiv ctive e type of communicati nication n technolo nology gy used in the develo lopmen pment t of Esports rts indus dustry try

To identify fy type of Malaysian youth’s satisf sfac action ion towards ds Espor

  • rts industry

To determine ine the relationsh ionship ip between n influence ce of communic ication ion technology

  • logy in

gamific icat ation ion developmen lopment and Malaysian youth’s satisfaction towards rds Espo ports indust stry.

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WHAT IS ESPORTS ? WHY IS IT A BIG DEAL ?

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What is Esports ?

Esports, short for “electronic sports,” transforms online gaming into a spectator sport. The experience is similar to watching a professional sporting event, except that instead of watching a physical event, spectators watch video gamers compete against each other in a virtual environment. If it’s hard to imagine why anyone would watch somebody else playing a video game, just think about how enjoyable it is to watch Lebron James or Steph Curry play basketball. Just as traditional sports fans enjoy watching top athletes perform at the top of their craft, the same is true of those who watch top video gamers compete.

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Which Esports Games Are Most Popular?

Though the actual rankings of the most popular Esports games change slightly month-to-month, the ten most watched games on dominant streaming site Twitch remain consistent. As of right now, League of Legends remains the most-watched ESport in the world. It’s also worth noting, for those less familiar with Esports, that the most popular games are not traditional sports-related video games such as Madden or FIFA. Rather, the popular Esports genres include multiplayer online battle arenas (where a player controlling a single character in a team that must destroy the opposing team’s main building), real-time strategy (where a player builds an army to gain dominance over a map), or first-person shooter games (where players take part in a firefight across a map).

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RESULTS

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ESPORTS 101

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Gamification technology is an emerging IT innovation that greatly affects consumer behaviour and consumer perception of products. The aim of this study is to examine how the Esports phenomenon can be used as a marketing communication tool and how its usage affects the reception of individual components of a marketing message

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Digitalization of communications is an increasing phenomenon, reflected in the way

  • f

planning and executing marketing communication (Mazurek, 2011a). Efficient utilization of mass communications requires not only a very good knowledge of social phenomena and market processes but also familiarity with the instruments and technologies of information communication. Both communication theoreticians and practitioners agree that the key condition for mass communications to be effective is integration

  • f

all the means thereof. All the undertaken communication activities need to be consistent in terms of their content and coordinated in time and space. Companies utilising the methods and tools of modern mass communications are able to interact quickly with consumers (Hajduk, 2016). 37

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The drivers of these videos: franchises

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WHY SHOULD WE PAY ATTENTION TO ESPORTS ?

Gaming provides a gateway for media practitioners to reach consumers in new ways (Van Kerrebroeck, Brengman, & Willems, 2017a). A company that takes advantage of communication technology can benefit from major improvements in their marketing communication as well as in the level of their customers’ knowledge

  • f the products on offer (Huang,

Backman, K.F., Backman, S.J., & Chang, 2015; Van Kerrebroeck et al., 2017a). Consumers gain value from game technology, which enhances their lives, and so businesses and advertisers need to reach them by these means in order to identify new opportunities of providing consumers with even more value (Jung, Dieck, Lee, & Chung, 2016 Hence this research project is aims to study the perspective of communication technology that influence esports industries and youth’s satisfaction

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“My message to Mass Communication is this: get into ESports today because it will be more expensive tomorrow.

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Meet the new medium: Broadcast Explode the growth into ESports

The truly global fandom of ESports has been fueled by the tech engine behind ESports: its digital platforms. The likes of Twitch, YouTube and Mobcrush drive fan excitement by providing the vital component of ESports – live engagement. Digital is the portal to players’ online chatter and building

  • community. It’s also a learning tool. With it, players can hone

their own skills by watching the fine-tuned abilities of pro

  • gamers. Whether they’re playing or just watching, these are

people connected by a passion for ESports, wherever they are.

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TWITCH

Twitch is now one of the main ESports platforms for live-streaming video content. Founded in 2011, the platform today boasts 100 billion minutes

  • f

ESports content consumed every month, according to Swanson. The number

  • ne

source

  • f

video consumption today, YouTube, has billions of hours of ESports and gaming content viewed per month. ESports games are heavily featured in YouTube’s Top Ten All-Time Video Games: League of Legends, Call of Duty, Counter-Strike, and FIFA.

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Esports is a booming global industry where skilled video gamers play

  • competitively. In the same way that traditional sports have competitions in

baseball, basketball, and football, Esports encompasses competitions across a variety of video games. Contrary to common perception, Esports is not simply a phenomenon occurring in the basements of unemployed twenty somethings; the industry is real, growing globally, and investable. In fact, over 380 million people watch Esports worldwide both online and in

  • person. More people watched the 2016 world finals of popular Esports game

League of Legends (43 million viewers) than the NBA Finals Game 7 that year (31 million viewers). With its fragmented landscape and digital platform, the Esports sector holds promise for a multitude of monetization opportunities.

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Gamification is a relatively new medium that offers new opportunities for content communication. The qualities of virtual reality make it able to manipulate the sense of time and space, to be interactive, and make the user ‘control’ their experience. According to Biocca (1992b), there are many research implications of gaming on communications, including studies

  • n:

the diffusion

  • f

game technology, communication design and cognition or interpersonal communication and cooperative work. All this offers an incredible opportunity to establish a dynamic relationship between the audience and the medium where interactivity and responsivity play a crucial part (Mazurek, 2011b). An ideal situation is one that involves the creation of a high-quality interface – based on platforms connecting devices, or rather whole realities – so that the user does not see the difference between their

  • wn and the interactive world (Barnes, 2016).
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“All major U.S. media conglomerates will have digital esports media rights,” and that esports will grow into a market bigger than that of traditional professional sports in 2021.” “I believe esports will rival the biggest traditional sports leagues in terms of future opportunities, and between advertising, ticket sales, licensing, sponsorships and merchandising, there are tremendous growth areas for this nascent industry” –Steve Borenstein, Chairman of Activision Blizzard’s Esports Division and Former CEO of ESPN and NFL Network

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METHODOLOGY

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METHODOLOGY

The present study aimed to collate and review all the empirical studies concerning Esport from a psychological perspective published between 2000 and 2017. Given that competitive gaming only started to occur after videogames could be played online and against other people, the year 2000 was chosen as a start date for the search because the playing of videogames competitively did not exist prior to this date. The data collection included all studies published between January 2000 to July 2017. The literature search comprised the following databases: Google Scholar, Science Direct, PubMed, and Web of

  • Knowledge. The following keywords were used in the

respective search engines: ‘esport video gam*’; ‘professional gam*’; ‘pro gam*’; ‘competitive video gam*’; ‘esport competitive video gam*’; ‘sport video gam*’ and ‘professional video gam*’. A total of 30 papers were found as a result of the systematic search. However, based on the inclusion criteria (i.e., an empirical study containing new primary data and published in a peer reviewed journal in the English language), a total of 22 papers were excluded because they were either non-empirical (n = 14), were published in conference proceedings or student theses (n = 8), or were not specifically focused

  • n esport (n = 3). This left a total of eight

empirical studies that met the inclusion requirements (see Table 1).

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MANY FACTORS DETERMINE PACE OF GROWTH

MERCURY

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10 % 15 % 20%

MERCURY MAR S VENU S

Despite being red, Mars is a cold place, not hot Mercury is the closest planet to the Sun Venus has a beautiful name, but it’s too hot

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OTHER MEDIA PLATFORMS

FACEBOOK YOUTUBE STEAM

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VR CULTURE, SOCIAL PRESSURE AR

RECOMMENDATIONS

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CONCLUSION

The research, focused on the perception of mass communication materials, brings some insights into how to conduct such activities in the era of modern

  • technologies. It has also confirmed that Game

technology can significantly facilitate presentation of certain market offers in education sector. The method applied in the research may become a common practice in this type of business industry in the future The positive role of industry in the context of mass communication may result in an increase in companies’ willingness to invest more in popularizing their offers through various forms of cooperation with gaming software developers. Technological industry have laid the grounds for a completely new field of communication and content delivery and an innovative approach to them can make the flow of information between different market entities much easier.

Media practitioners can benefit from this research as well because it clearly shows that traditional paper advertising is the weakest channel of communicating an

  • ffer in comparison to more advanced methods (such

as video or VR presentations), which proves the great importance of communication virtualization.

Managers should pay more attention to the process

  • f

selection

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technologies that are to be used in communicating marketing messages. As indicated in the research the use of modern technologies such as video and game streaming has a very positive impact on the perception of marketing message and translates into a much better reception of the message among potential customers, which means that these technologies can significantly support marketing strategies and sales – especially of equipment and solutions based precisely on such modern technologies. Further research should focus on conducting similar experiments for various types of product categories, the relationships between the reception of technology, the message, and the offer, and the purchase decisions along with the managerial implications of gaming usage in mass communication strategies and tactics.