Understanding In-Person Fighting Game Event Amenities Through the Kano Model

dc.contributor.advisorPierce, David
dc.contributor.authorMechelin, Kyle Joseph
dc.contributor.otherMirehie, Mona
dc.contributor.otherSherman, Geoffre
dc.date.accessioned2023-08-14T18:31:00Z
dc.date.available2023-08-14T18:31:00Z
dc.date.issued2023-08
dc.degree.date2023en_US
dc.degree.disciplineTourism, Conventions & Event Managementen
dc.degree.grantorIndiana Universityen_US
dc.degree.levelM.S.en_US
dc.descriptionIndiana University-Purdue University Indianapolis (IUPUI)en_US
dc.description.abstractThough often misunderstood, esports can be defined as simply as competitive video gaming (Hamari & Sjoblom, 2017). Esports events have grown into a notable sector of the sport tourism industry. Jenny et al. (2016) described the esports industry as “the convergence of culture, technology, sport, and business” (p. 4). These in-person events can draw a global audience of competitors and fans and have filled some of the largest stadiums in the world. This study explores how competitors perceive the importance of features and amenities offered in the context of in-person fighting-game tournaments. This study adopted a quantitative approach, utilizing the Kano model, which is a user design research method that assesses how users value different features of a product. This model has recently been popularized in tourism and sports research settings, laying a foundation for further event research with the model (Gregory & Parsa, 2013; Pierce et al., 2020). The Kano model asks on each item twice and categorizes each feature into four categories based on the user responses. Based on the available research, twelve survey items were compiled and included in the survey. Of these items, the results found that the prize money and spectator space are performance features, meaning the more the tournament organizer can invest in them, the more satisfied attendees will be. The results also uncovered that practice space, an event livestream, bonus events, non-monetary prizes, famous players, and merchandise are attractive features, which are features that users will be delighted to see but will not be dissatisfied if the feature is missing. While the esports industry has become highly lucrative, mistakes made when entering the field have grown costly and can even ruin a brand or destination’s reputation. As the esports industry continues to grow, this study will lay a model for impactful investments to create a satisfying and exciting tournament experience.en_US
dc.identifier.urihttps://hdl.handle.net/1805/34914
dc.language.isoen_USen_US
dc.rightsAttribution 4.0 International*
dc.rights.urihttps://creativecommons.org/licenses/by/4.0*
dc.subjectEsportsen_US
dc.subjectKano Modelen_US
dc.subjectIn-Person Esports Eventsen_US
dc.titleUnderstanding In-Person Fighting Game Event Amenities Through the Kano Model
dc.typeThesisen
Files
Original bundle
Now showing 1 - 1 of 1
Loading...
Thumbnail Image
Name:
Mechelin Thesis Final PDF.pdf
Size:
605.15 KB
Format:
Adobe Portable Document Format
Description:
License bundle
Now showing 1 - 1 of 1
No Thumbnail Available
Name:
license.txt
Size:
1.99 KB
Format:
Item-specific license agreed upon to submission
Description: