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Julian Heinz Anton Ströh

The eSports Market and eSports Sponsoring, page 94 - 123

1. Edition 2017, ISBN print: 978-3-8288-3891-8, ISBN online: 978-3-8288-6648-5, https://doi.org/10.5771/9783828866485-94

Tectum, Baden-Baden
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94 Bibliography 1. Books, eBooks, Scientific Papers and Market Research Studies 2. Interviews Conducted by the Author 3. Website Articles, Videos and Press Releases 4. Further Online Sources _______________________________________________________________ 1. Books, eBooks, Scientific Papers and Market Research Studies: Angelides, M. C. / Agius, H. (2014): Handbook of Digital Games, Pistcataway, New Jork: John Wiley & Sons, Inc. / IEEE Press Armitage, G. / Branch, P. / Claypool, M. (2006): Networking and Online Games – Understanding and Engineering Multiplayer Internet Games, Chichester, England: John Wiley and Sons, Ltd. Baker, K. (2013): The Ultimate Guide to Classic Game Consoles, ebook: eBookIt.com Barmeyer, C. / Franklin, P. (ed.) (2016): Intercultural Management - A Case-Based Approach to Achieving Complementarity and Synergy, London / New York: Palgrave Bembennek, S. / Meier, T. (2003): Beziehungsmanagement im Sportsponsoring?, Diploma Thesis at University of Paderborn, Paderborn/Hamburg: Diplomica GmbH Bevc, T. (ed.) (2007): Computerspiele und Politik, Berlin: Lit Verlag Dr. W. Hopf Blicx Ltd. Market Research Services (2016): Exploring The eSports Audience – Survey, Surrey, UK, available at: http://www.blicx.com/esports-audiencesurvey [Accessed 10 July 2016] Borowy, M. / Jin, D. Y. (2016): Mega-events of the future: the experience economy, the Korean connection ,and the growth of eSport, in: Gruneau, R./ Horne, J. (ed.) (2016): Mega-Events and Globalization - Capital and spectacle in a changing world order, New York: Routledge 95 Brand, S. (1972): SPACEWAR – Fanatic Life and Symbolic Death Among the Computer Bums, Rolling Stone, Transcription available at: http://www.wheels.org/spacewar/stone/rolling_stone.html [Accessed 19April 2016] Breuer, M. (2011): eSport – eine Markt- und ordnungsökonomische Analyse, Dissertation at Friedrich-Schiller-Universität, Jena Bruhn, M. (1987): Sponsoring als Instrument der Markenartikelwerbung, in: Markenartikel, Vol. 49, Nr. 5, S. 190-198 Bruhn. M. (2010): Sponsoring - Systematische Planung und integrativer Einsatz, 5th Ed., Wiesbaden: Gabler Burmann, C. / Halaszovich, T. / Hemmann, F. / Schade, M. (2015): Identitätsbasierte Markenführung, 2nd ed., Wiesbaden: Springer Gabler Cassell, J. / Jenkins, H. (1998): From Barbie to Mortal Kombat: Gender and computer games, Cambridge, MA: The MIT Press Christophers, J. / Scholz, T. M. (ed.) (2011): eSports Yearbook 2010, Norderstedt: Books on Demand GmbH, available at: http://esportsyearbook.com/eyb2010.pdf [Accessed 16 May 2016] Christophers, J. / Scholz, T. M. (ed.) (2012): eSports Yearbook 2011/12, Norderstedt: Books on Demand GmbH, available at: http://esportsyearbook.com/eyb201112.pdf [Accessed 16 May 2016] Consalvo, M. / Mitgutsch, K. / Stein, A. (ed.) (2013): Sports Videogames, New York: Routledge Cotting, P. (2003): Entwicklung einer Sponsorship Scorecard als strategisches Entscheidungsund Controllinginstrument, in: Hermanns, A. / Riedmüller, F. (ed.): Sponsoring und Events im Sport: Von der Instrumentalbetrachtung zur Kommunikationsplattform, Munich: Verlag Vahlen, pp. 93-115 Diserens, C. / Lindahl, K. (2012): Understanding professional gaming – A comparative analysis of Korean and Western organisations, Master's Thesis, Stockholm School of Economics, available at: http://arc.hhs.se/download.aspx?mediumid=1755 [Accessed 28 May 2016] Dittler, U. / Hoyer, M. (ed.) (2008): Aufwachsen in virtuellen Medienwelten, Munich: kopaed Drees, N. (2003): Bedeutung und Erscheinungsformen des Sportsponsorings, in: Hermanns, A. / Riedmüller, F. (ed.) (2003): Sponsoring und Events im Sport, Munich: Verlag Vahlen, pp.47-66 96 Dudzik, T. (2006): Die Werbewirkung von Sportsponsoring, Wiesbaden: GWV Fachverlage GmbH Durain, J. / Salles, R. (2016): E-Sport: la Pratique Compétitive du Jeu Vidéo – Rapport Intermédiaire, available at: http://www.economie.gouv.fr/files/files/ PDF/rapport-etape-esport-mars2016.pdf [Accessed 24 July 2016] Electronic Entertainment Design and Research (2015): ESports Consumer Analysis Whitepaper - EEDAR 2015 Syndicated Report Sample, available at: http://www.eedar.com/reports/EEDAR_eSports_Consumer_Analysis_2015 .pdf [Accessed 15 June 2016] Entertainment Software Association (2015): Essential Facts about the Computer and Video Game Industry 2015, available at: http://www.theesa.com/ wp-content/uploads/2015/04/ESA-Essential-Facts-2015.pdf [Accessed 16 June 2016] Espinoza, C. / Ukleja, M. (2016): Managing the Millennials, 2nd ed., Hoboken, NJ: John Wiley & Sons, Inc. Euroforum Deutschland SE (2015): Marketing Channel eSports - How to get the attention of young adults?, Düsseldorf, available at: http://cgc-europe.com/marketing-channel-esports [Accessed 15 May 2016] Evenbrite (2015): The eSports Effect: Gamers and the Influence of Live Events, available at: https://www.eventbrite.com/blog/academy/the-esports-effectgamers-and-the-influence-of-live-events [Accessed 10 May 2016] Farquharson, K. / Marjoribanks, T. (2012): Sport and Society in the Global Age, New York: Palgrave Macmillan Fisher, S. D. (2014): The Rise of eSports - League of Legends Article Series, available at: http://www.foster.com/documents/foster-pepper-whitepaper/riseofesportswhitepaper-fosterpepper [Accessed 20 May 2016] Franke, T. (2015): The Perception of eSports - Mainstream Culture, Real Sport and Marketisation, in: Hiltscher, J. / Scholz, T. M. (ed.) 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Abstract

In the last decades, the market for digital games has grown to nearly $100 billion. During this growth, a special gaming segment and community formed surrounding the direct competitive aspect of games: eSports. The core of eSports is similar to traditional types of sport. Players train to become better, clubs are established, tournaments are organized and fans enjoy watching their game being played on the highest level of performance. With viewers and prize money in the millions, eSports have grown into an economically significant media sport ecosystem and a marketing landscape that started to attract non-endemic companies as advertisers and sponsors. This book analyzes the components of the eSports ecosystem as well as their interactions with each other. Furthermore, the attitude of eSports fans towards engagements of non-endemic companies is researched by using a real case study including the Electronic Sports League and German home loan bank Wüstenrot.