Repository logo
 
Publication

How society’s negative view of videogames can discourage brands from sponsoring eSports

dc.contributor.authorFreitas, Bruno Duarte Abreu
dc.contributor.authorContreras-Espinosa, Ruth Sofia
dc.contributor.authorCorreia, Pedro Álvaro Pereira
dc.date.accessioned2022-11-18T11:10:38Z
dc.date.available2022-11-18T11:10:38Z
dc.date.issued2019
dc.description.abstractThe purpose of this research was to identify the main motives that contribute to society’s negative view of videogames and that present a risk to the eSports sponsors’ image. To achieve this, an exploratory, qualitative, and integrative literature review was conducted. According to the theoretical data, there are four main reasons why society has a negative perception of videogames. It is commonly believed that: (1) gaming is an unproductive activity, (2) violent videogames incite aggressive behaviors, (3) videogames lead to gaming-addiction, and (4) eSports lead to eSports-related gambling addiction. However, while the literature presents convincing evidence that gaming can create addiction and that eSports can promote gambling addiction, there is no conclusive evidence to assume that violent videogames lead to aggressiveness and there is evidence showing that playing videogames can be a productive activity. Nevertheless, these four beliefs are a threat to the eSports sponsors’ image and may lead them to cancel their existing sponsorships or lead other brands to not want to sponsor eSports to prevent being associated with these negative notions. This research will help expand the minor literature on eSports sponsorships and advance the knowledge of why some eSports sponsorships are terminated and why some brands may be reluctant to sponsor eSports.pt_PT
dc.description.versioninfo:eu-repo/semantics/publishedVersionpt_PT
dc.identifier.citationFreitas, B.D.A., Contreras-Espinosa, R.S., Correia, P.Á.P. (2019). How society’s negative view of videogames can discourage brands from sponsoring eSports. In: Zagalo, N., Veloso, A., Costa, L., Mealha, Ó. (eds) Videogame Sciences and Arts. VJ 2019. Communications in Computer and Information Science, vol 1164. Springer, Cham. https://doi.org/10.1007/978-3-030-37983-4_11pt_PT
dc.identifier.doi10.1007/978-3-030-37983-4_11pt_PT
dc.identifier.urihttp://hdl.handle.net/10400.13/4785
dc.language.isoengpt_PT
dc.publisherSpringerpt_PT
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/pt_PT
dc.subjecteSportspt_PT
dc.subjectSponsorshipspt_PT
dc.subjectMarket analysispt_PT
dc.subjectMarketingpt_PT
dc.subjectBrandingpt_PT
dc.subject.pt_PT
dc.subjectFaculdade de Ciências Sociaispt_PT
dc.titleHow society’s negative view of videogames can discourage brands from sponsoring eSportspt_PT
dc.typebook part
dspace.entity.typePublication
oaire.citation.endPage149pt_PT
oaire.citation.startPage136pt_PT
oaire.citation.titleVideogame Sciences and Arts. VJ 2019. Communications in Computer and Information Sciencept_PT
oaire.citation.volume1164pt_PT
person.familyNameAbreu Freitas
person.familyNameCorreia
person.givenNameBruno Duarte
person.givenNamePedro
person.identifier.ciencia-idDC19-0813-F31F
person.identifier.ciencia-id811A-FB6C-6BE1
person.identifier.orcid0000-0002-1480-0338
person.identifier.orcid0000-0003-3886-2530
person.identifier.ridP-1788-2017
person.identifier.scopus-author-id56432467900
rcaap.rightsopenAccesspt_PT
rcaap.typebookPartpt_PT
relation.isAuthorOfPublication0666c71b-777d-4ed5-867b-82002121aa01
relation.isAuthorOfPublication930138d5-660f-4471-9841-f9219f624ddc
relation.isAuthorOfPublication.latestForDiscovery0666c71b-777d-4ed5-867b-82002121aa01

Files

Original bundle
Now showing 1 - 1 of 1
Loading...
Thumbnail Image
Name:
CapítuloPedroCorreias.pdf
Size:
233.69 KB
Format:
Adobe Portable Document Format
License bundle
Now showing 1 - 1 of 1
No Thumbnail Available
Name:
license.txt
Size:
1.71 KB
Format:
Item-specific license agreed upon to submission
Description: