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Developing a conceptual model of service quality for eSports

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journal contribution
posted on 08.10.2021, 12:34 by Xiuqi Zhu, Do Young PyunDo Young Pyun, Elisavet ManoliElisavet Manoli
In this paper, 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.

History

School

  • Sport, Exercise and Health Sciences

Published in

Quest

Publisher

Taylor & Francis (Routledge)

Version

VoR (Version of Record)

Rights holder

© The authors

Publisher statement

This is an Open Access Article. It is published by Taylor and Francis under the Creative Commons Attribution-Non Commercial-No Derivatives 4.0 International (CC BY-NC-ND 4.0). Full details of this licence are available at: https://creativecommons.org/licenses/by-nc-nd/4.0/

Acceptance date

01/09/2021

Publication date

2021-10-06

ISSN

0033-6297

eISSN

1543-2750

Language

en

Depositor

Dr Do Young Pyun. Deposit date: 2 September 2021

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