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.
Original language | English |
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Pages (from-to) | 375-390 |
Number of pages | 16 |
Journal | Quest |
Volume | 73 |
Issue number | 4 |
Early online date | 7 Sept 2021 |
DOIs | |
Publication status | Published - 6 Oct 2021 |
Bibliographical note
© 2021 The Author(s). Published with license by Taylor & Francis Group, LLCKeywords
- mode
- spectator
- service quality
- eSports event
- eSports