Javascript must be enabled to continue!
Esports business ecosystem and its lifecycle: a case study of Zhongxian Esports Town in China
View through CrossRef
PurposeThis article aims to understand the evolution process (lifecycle) of an esports business ecosystem, with Zhongxian Esports Town in China as a case study.Design/methodology/approachA mix of primary and secondary qualitative data was collected. Primary data were gathered through 15 semi-structured interviews with respondents involved in the strategic development of Zhongxian Esports Town. Secondary data consisted of public policies and internal publications. Thematic analysis was applied, with four themes identified that align with four lifecycle phases.FindingsIn the birth phase (2017–2018), there was a gap between the early planning and the actual business ecosystem due to a lack of capabilities and knowledge about customers, leading to an eventual strategic focus on education. In the expansion phase (2018–2020), more stakeholders were attracted. However, conflicts and tension started to emerge among stakeholders due to limited supply capacity. In the authority phase (2020–2021), there was some evidence of authority being achieved, while new entrants forced their way into the ecosystem. In the last phase (2021–2023), the esports town encountered adverse policy changes. However, it was able to insert new ideas into the old order and therefore renew itself.Research limitations/implicationsThe study analyses in-depth an evolving esports business ecosystem, providing valuable insights into its development trajectory and adaptability.Practical implicationsThe manuscript helps inform decision-making and resource management for policymakers, business managers and other esports stakeholders.Originality/valueTo the best of our knowledge, this research is the first to help understand the lifecycle of a Chinese esports town.
Title: Esports business ecosystem and its lifecycle: a case study of Zhongxian Esports Town in China
Description:
PurposeThis article aims to understand the evolution process (lifecycle) of an esports business ecosystem, with Zhongxian Esports Town in China as a case study.
Design/methodology/approachA mix of primary and secondary qualitative data was collected.
Primary data were gathered through 15 semi-structured interviews with respondents involved in the strategic development of Zhongxian Esports Town.
Secondary data consisted of public policies and internal publications.
Thematic analysis was applied, with four themes identified that align with four lifecycle phases.
FindingsIn the birth phase (2017–2018), there was a gap between the early planning and the actual business ecosystem due to a lack of capabilities and knowledge about customers, leading to an eventual strategic focus on education.
In the expansion phase (2018–2020), more stakeholders were attracted.
However, conflicts and tension started to emerge among stakeholders due to limited supply capacity.
In the authority phase (2020–2021), there was some evidence of authority being achieved, while new entrants forced their way into the ecosystem.
In the last phase (2021–2023), the esports town encountered adverse policy changes.
However, it was able to insert new ideas into the old order and therefore renew itself.
Research limitations/implicationsThe study analyses in-depth an evolving esports business ecosystem, providing valuable insights into its development trajectory and adaptability.
Practical implicationsThe manuscript helps inform decision-making and resource management for policymakers, business managers and other esports stakeholders.
Originality/valueTo the best of our knowledge, this research is the first to help understand the lifecycle of a Chinese esports town.
Related Results
Online Esports Engagement: Motivational Antecedents and Marketing Outcomes
Online Esports Engagement: Motivational Antecedents and Marketing Outcomes
Esport is becoming one of the fastest-growing sports branches and providing remarkable advertising and sponsorship opportunities for brands. This research aims to understand what m...
Hydatid Disease of The Brain Parenchyma: A Systematic Review
Hydatid Disease of The Brain Parenchyma: A Systematic Review
Abstarct
Introduction
Isolated brain hydatid disease (BHD) is an extremely rare form of echinococcosis. A prompt and timely diagnosis is a crucial step in disease management. This ...
ANALISIS SEMIOTIK TOKOH WEI ZHONGXIAN DALAM FILM BROTHERHOOD OF BLADES
ANALISIS SEMIOTIK TOKOH WEI ZHONGXIAN DALAM FILM BROTHERHOOD OF BLADES
Wei Zhongxian merupakan tokoh sejarah orang nomer dua setelah kaisar Tianqi secara nyata yang hidup di akhir kekaisaran Ming berhasil difilmkan di dalam film Brotherhood of Blades...
Study of Esports in Sports Epistemology Perspective
Study of Esports in Sports Epistemology Perspective
Esports is a strong phenomenon, especially in the world of children, youth, and youth. This study aims to contribute new ideas, ideas, and perspectives in the debate on Esports dis...
Breast Carcinoma within Fibroadenoma: A Systematic Review
Breast Carcinoma within Fibroadenoma: A Systematic Review
Abstract
Introduction
Fibroadenoma is the most common benign breast lesion; however, it carries a potential risk of malignant transformation. This systematic review provides an ove...
Exergaming-based Esports Intervention for Older Adults in Hong Kong: A Non-Randomized Controlled Trail Study
Exergaming-based Esports Intervention for Older Adults in Hong Kong: A Non-Randomized Controlled Trail Study
Abstract
Exergaming, refers to the video gaming with/without virtual reality which required the use of physical activity during gameplay, has been utilized as an emerging t...
Valuation of Ecosystem Services, Karnataka State, India
Valuation of Ecosystem Services, Karnataka State, India
Humans depend on the environment for their basic needs, such as food, fuel, minerals, water, air, etc. Burgeoning unplanned development activities to cater to the demands of the in...
Exergaming-based Esports Intervention for Older Adults in Hong Kong: A Pilot Study (Preprint)
Exergaming-based Esports Intervention for Older Adults in Hong Kong: A Pilot Study (Preprint)
BACKGROUND
Exergaming refers to video gaming with/without virtual reality that requires the use of physical activity during gameplay, and has been utilized ...

