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Professionalized consumption and identity transformations in the field of eSports

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  • Seo, Yuri

Abstract

Professionalized pursuits have been theorized to offer durable benefits to consumers, such as a sense of self-actualization and identity development. In a situated investigation of an organized and competitive approach to playing computer games, labeled as “electronic sports” or “eSports,” we explore the social world and self-concept dynamics underlying this form of consumer behavior. The findings highlight that professionalized pursuits can be conceived as distinct fields of cultural production, characterized by the unique ethos that juxtaposes this form of consumption against both casual leisure and work. Furthermore, the consumer transformations within these fields occur by embarking on a serious leisure career, through which the consumer journeys away from the mainstream culture toward becoming a skilled adherent of the professionalized consumption field and then toward reconciling these pursuits with other important aspects of his or her life. The paper contributes to the marketing literature by deepening our understanding of the self-concept and social dynamics resulting from participation in professionalized pursuits in the context of contemporary consumer culture. Directions for future research are also discussed.

Suggested Citation

  • Seo, Yuri, 2016. "Professionalized consumption and identity transformations in the field of eSports," Journal of Business Research, Elsevier, vol. 69(1), pages 264-272.
  • Handle: RePEc:eee:jbrese:v:69:y:2016:i:1:p:264-272
    DOI: 10.1016/j.jbusres.2015.07.039
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    Cited by:

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    2. Jaume Garcia-Villar & Carles Murillo, 2018. "eSports: Profile of Participants, Complementarity with Sports and its Perception as Sport. Evidence From Sports Video Games," Working Papers 1059, Barcelona School of Economics.
    3. Qian, Tyreal Yizhou & Matz, Robbie & Luo, Lei & Xu, Chenglong, 2022. "Gamification for value creation and viewer engagement in gamified livestreaming services: The moderating role of gender in esports," Journal of Business Research, Elsevier, vol. 145(C), pages 482-494.
    4. Qiang Li & Qing Liu & Xiaona Guo & Shuo Xu & Jingyu Liu & Heli Lu, 2019. "Evolution and Transformation of the Central Place Theory in E-Business: China’s C2C Online Game Marketing," Sustainability, MDPI, vol. 11(8), pages 1-19, April.
    5. Niculaescu, Corina-Elena & Sangiorgi, Ivan & Bell, Adrian R., 2023. "Venture capital financing in the eSports industry," Research in International Business and Finance, Elsevier, vol. 65(C).
    6. Erz, Antonia & Heeris Christensen, Anna-Bertha, 2018. "Transforming Consumers Into Brands: Tracing Transformation Processes of the Practice of Blogging," Journal of Interactive Marketing, Elsevier, vol. 43(C), pages 69-82.
    7. Pizzo, Anthony D. & Kunkel, Thilo & Jones, Gareth J. & Baker, Bradley J. & Funk, Daniel C., 2022. "The strategic advantage of mature-stage firms: Digitalization and the diversification of professional sport into esports," Journal of Business Research, Elsevier, vol. 139(C), pages 257-266.
    8. Parshakov, Petr & Naidenova, Iuliia & Barajas, Angel, 2020. "Spillover effect in promotion: Evidence from video game publishers and eSports tournaments," Journal of Business Research, Elsevier, vol. 118(C), pages 262-270.
    9. Cunningham, George B. & Fairley, Sheranne & Ferkins, Lesley & Kerwin, Shannon & Lock, Daniel & Shaw, Sally & Wicker, Pamela, 2018. "eSport: Construct specifications and implications for sport management," Sport Management Review, Elsevier, vol. 21(1), pages 1-6.
    10. Hallmann, Kirstin & Giel, Thomas, 2018. "eSports – Competitive sports or recreational activity?," Sport Management Review, Elsevier, vol. 21(1), pages 14-20.

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