Esports and Sport Gamification during the COVID-19 Pandemic
Document Type
Conference Paper
Publication Date
4-23-2021
Department
Health and Sport Science
Abstract
The outbreak of the COVID-19 pandemic across the globe brought a sudden hiatus to the sporting world. In response, sport entities have utilized video gaming content or esports to fill the void left by the pandemic. This research examines the various ways that video games and esports have been leveraged for content creation and distribution in traditional sports, as well as sports fans’ reactions towards gamification in relation to their motives, points of attachment and other consumer behavior.
Keywords
esports, gamification, covid-19
Disciplines
Communication | Education | Sports Studies
eCommons Citation
Pu, Haozhou and Daprano, Corinne M., "Esports and Sport Gamification during the COVID-19 Pandemic" (2021). Thomas C. Hunt Building a Research Community Day. 29.
https://ecommons.udayton.edu/sehs_brc/29
COinS
Comments
Presentation: 11 a.m. Friday, April 23, 2021