TY - JOUR
T1 - Effectiveness of esports sponsor advertising
T2 - analyzing screen placement, sponsor type and match period in esports events with eye-tracking
AU - Ma, Shang Chun
AU - Yi, Hung
AU - Tsai, Chia Liang
AU - Jang, Wooyoung (William)
AU - Byon, Kevin
N1 - Publisher Copyright:
© 2025 Emerald Publishing Limited
PY - 2025
Y1 - 2025
N2 - Purpose – This study aimed to explore effective advertisement placements for sponsors of professional esports matches. Various factors pertaining to esports event broadcasting screens, such as advertisement placements (e.g. bottom-left corner), advertisement types (e.g. QR code), sponsor types (e.g. Spotify) and periods (i.e. match and nonmatch) were considered. Design/methodology/approach – Forty-one participants were recruited to watch the 2021 League of Legends World Championship and eye-tracking data on gaze fixation duration were collected using a Tobii x3-120 eye tracker. A three-way repeated measures analysis of variance and multiple regression analysis were conducted. Findings – The results reveal significant interactions between sponsor and placement, as well as between placement and period. Gaze duration was longer during the nonmatch period than during the match period. The longest gaze duration was observed for advertisements on the right side of the screen during the nonmatch period. The results also revealed a significantly positive association between gaze duration and sponsor recall but a significantly negative association between gaze duration and sponsor evaluation. Originality/value – This study is among the first to examine the interaction effects of advertisement placement, sponsor type and broadcast timing in esports using both objective (eye-tracking) and subjective (recall/evaluation) measures. It offers novel insights into banner blindness and advertising effectiveness during live esports events, informing evidence-based sponsorship strategies.
AB - Purpose – This study aimed to explore effective advertisement placements for sponsors of professional esports matches. Various factors pertaining to esports event broadcasting screens, such as advertisement placements (e.g. bottom-left corner), advertisement types (e.g. QR code), sponsor types (e.g. Spotify) and periods (i.e. match and nonmatch) were considered. Design/methodology/approach – Forty-one participants were recruited to watch the 2021 League of Legends World Championship and eye-tracking data on gaze fixation duration were collected using a Tobii x3-120 eye tracker. A three-way repeated measures analysis of variance and multiple regression analysis were conducted. Findings – The results reveal significant interactions between sponsor and placement, as well as between placement and period. Gaze duration was longer during the nonmatch period than during the match period. The longest gaze duration was observed for advertisements on the right side of the screen during the nonmatch period. The results also revealed a significantly positive association between gaze duration and sponsor recall but a significantly negative association between gaze duration and sponsor evaluation. Originality/value – This study is among the first to examine the interaction effects of advertisement placement, sponsor type and broadcast timing in esports using both objective (eye-tracking) and subjective (recall/evaluation) measures. It offers novel insights into banner blindness and advertising effectiveness during live esports events, informing evidence-based sponsorship strategies.
UR - https://www.scopus.com/pages/publications/105024485526
UR - https://www.scopus.com/pages/publications/105024485526#tab=citedBy
U2 - 10.1108/IJSMS-06-2025-0287
DO - 10.1108/IJSMS-06-2025-0287
M3 - Article
AN - SCOPUS:105024485526
SN - 1464-6668
SP - 1
EP - 22
JO - International Journal of Sports Marketing and Sponsorship
JF - International Journal of Sports Marketing and Sponsorship
ER -