vix.ing · top · new · best · stats

Developing a Conceptual Model of Service Quality for eSports

2021/10/02 by Xiuqi Zhu, Do Young Pyun, Argyro Elisavet Manoli
Psychology · Social Sciences · #Digital Games and Media #Digital Marketing and Social Media #Gambling Behavior and Treatments

paper · pdf · doi:10.1080/00336297.2021.1976654

openalex created_date 2021/09/13 · crossref issued 2021/10/02 · crossref published 2021/10/02 · crossref published-print 2021/10/02 · openalex publication_date 2021/10/02 · crossref published-online 2021/10/06 · crossref created 2021/10/09 · crossref deposited 2021/11/11 · crossref indexed 2026/08/01 · openalex updated_date 2026/08/01

Abstract

In this article, a conceptual model for service quality of eSports events was proposed including four dimensions: competition quality refers to the perceived quality of the actual game itself; physical environment quality dimension stands for the physical surroundings where the service is produced and delivered; event execution quality measures the intangible items in the peripheral service, which can be directly designed or managed by the event organizer; and interaction quality measures the interaction among spectators, such as crowd experience or social factor. The validity of each dimension in other service industries and its suitability in the eSports context are both taken into consideration. At the current stage, the model is conceptualized from existing literature, thus demanding further qualitative and quantitative study.

Citations