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Incorporating Key Human “High-Touch” Needs Into eSports: The Effective Game Zone

Incorporating Key Human “High-Touch” Needs Into eSports: The Effective Game Zone
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Author(s): Walter S. Polka (Niagara University, USA), Monica J. VanHusen (Stafford County Public Schools, USA)and Jennifer Carlson (Niagara University, USA)
Copyright: 2021
Pages: 33
Source title: Handbook of Research on Pathways and Opportunities Into the Business of Esports
Source Author(s)/Editor(s): Sharon Andrews (University of Houston-Clear Lake, USA)and Caroline M. Crawford (University of Houston-Clear Lake, USA)
DOI: 10.4018/978-1-7998-7300-6.ch013

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Abstract

This chapter introduces a conceptual framework titled Effective Game Zone (EGZ) that consists of the following three broad human need categories: organizational needs, proficiency needs, and personal needs that individuals and teams possess as they become involved in eSports activities. Also, the 15 high-touch needs which comprise the three broad categories are comprehensively identified and specifically analyzed in terms of the significance of addressing them in developing and implementing eSports products, events, and activities in the high-tech industry of eSports. This information and related recommendations, based on positive socio-psychological research, is valuable to the eSports industry—entrepreneurs, product developers, marketers, event organizers, and gaming officials—and those involved in the growth of existing and creation of new collegiate and high school eSport activities, as they continue to meet the interests and needs of their consumers and expand their market.

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