Résumé
While e-Sport today becomes a big business and a highly publicized industry, a big business and a highly-publicized industry, it is still studied from a descriptive perspective rather than from an analytical one. In this paper, the author proposes to analyze the relationship between e-Sport and the growth strategy of the game League of Legends (LoL) developed by Riot Games. How competitive community and casual community evolve together? What are the conditions for a virtuous growth? The author deepens the link between the traditional free-to-play dynamics based on acquisition-retention-monetization of players and the dynamics of e-Sport based on managing audience, pro-gamers, competitive events and broadcasting. The author finds that casual players and pro-gamers have specific roles that, combined with an active policy centered on player's experience developed by Riot Games and with a growing media ecosystem, create externalities on each other.
| langue originale | Anglais |
|---|---|
| Pages (de - à) | 33-46 |
| Nombre de pages | 14 |
| journal | International Journal of Gaming and Computer-Mediated Simulations |
| Volume | 9 |
| Numéro de publication | 2 |
| Les DOIs | |
| état | Publié - 1 avr. 2017 |
| Modification externe | Oui |
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