PRIMENA VEŠTAČKE INTELIGENCIJE U DIGITALNOM MARKETINGU ZA UNAPREĐENJE PERSONALIZACIJE KORISNIČKOG ISKUSTVA U ESPORTS INDUSTRIJI
DOI:
https://doi.org/10.46793/ManagSport17-2.119BKljučne reči:
digitalni marketing zasnovan na primeni veštačke inteligencije, personalizacija korisničkog iskustva, esport platforme, angažovanje korisnika, lojalnost korisnikaApstrakt
APSTRAKT
Ova studija analizira ulogu digitalnog marketinga zasnovanog na primeni veštačke inteligencije u personilizaciji korisničkog iskustva, kao i njegov uticaj na angažovanje i lojalnosti korisnika u industriji esporta. Ubrzani tehnološki razvoj I sve veća dostupnost digitalnih platformi značajno su doprineli rastu ovog tržišta. Dosadašnja istraživanja ukazuju na to da primena tehnologija vežtačke inteligencije omogućava hiperpersonalizaciju sadržaja, čime se unapređuje angažovanje i lojalnoost korisnika. Istraživanje je sprovedeno primenom kvantitativne metode, a podaci su prikupljeni anketnim upitnikom zatvorenog tipa na uzorku od 253 ispitanika iz Beograda. Dobijeni podaci analizirani su primenom statističkog softvera IBM SPSS Statistics kako bi se ispitala povezanost između stepena personalizacije korisničkog iskustva, angažovanja i lojalnosti korisnika i primene veštačke inteligencije u digitalnom marketingu. Rezultati istraživanja pokazuju da digitalni marketing zasnovan na primeni veštačke inteligencije omogućava visok stepen personalizacije korisničkog iskustva, što pozitivno utiče na angažovanje korisnika, povećava njihovu lojalnost i podstiče ponovno korišćenje esport platformi. Imajući u vidu ograničen broj istraživanja koja se bave primenom veštačke inteligencije u digitalnom marketingu u industriji esporta, ova studija doprinosi proširivanju postojećih naučnih saznanja i pruža smernice za unapređenje marketinških strategija. Dobijeni rezultati imaju praktični značaj za menadžere, stručnjake za marketing i dizajnere esport platformi.
Reference
Ahmad, W., Yanping, Z., Abbasi, A. Z., Khan, M. T., Waheed, A., & Qayyum, M. (2025). Metaverse purchase intention: Determinants of metaverse and mediating role of consumer flow experience. Sustainable Futures, 10, 101023. https://doi.org/10.1016/j.sftr.2025.101023
Akbari, M., Naderi Nasab, M., & Biniaz, S. A. (2024). Entrepreneurial strategies in AI-enhanced sports marketing platforms. Management Strategies in Engineering Science, 6(2), 59–67. https://doi.org/10.61838/msesj.6.2.7
Arora, N., Ensslen, D., Fiedler, L., Liu, W. W., Robinson, K., Stein, E., & Schüler, G. (2021, November). The value of getting personalization right or wrong is multiplying. McKinsey & Company. Retrieved from: https://www.mckinsey.com/capabilities/growth-marketing-and-sales/our-insights/the-value-of-getting-personalization-right-or-wrong-is-multiplying (Accessed on 08.03.2026.)
Baltezarević, R., Baltezarević, V., & Baltezarević, I. (2023). The role of digital marketing in the esports industry. Acta Ludologica, 6(1), 28–45. https://doi.org/10.34135/actaludologica.2023-6-1.28-45
Barrera, K. G., & Shah, D. (2023). Marketing in the metaverse: Conceptual understanding, framework, and research agenda. Journal of Business Research, 155, Article 113420. https://doi.org/10.1016/j.jbusres.2022.113420
Belk, R. W. (2014). You are what you can access: Sharing and collaborative consumption online. Journal of Business Research, 67(8), 1595–1600. https://doi.org/10.1016/j.jbusres.2013.10.001
Berger, A., Schlager, T., Sprott, D. E., & Herrmann, A. (2018). Gamified interactions: Whether, when, and how games facilitate self–brand connections. Journal of the Academy of Marketing Science, 46(4), 652–673. https://doi.org/10.1007/s11747-017-0530-0
Boccalini, S., Patrizi, M., Vernuccio, M., & Pastore, A. (2025). Enhancing eudaimonic well-being through brand experiences in the VR-based metaverse: Implications for brand-self connection and brand love. Journal of Product & Brand Management, 34(6), 817–831. https://doi.org/10.1108/JPBM-10-2024-5542
Bousquet, J., & Ertz, M. (2021). eSports: Historical review, current state, and future challenges. In Handbook of research on pathways and opportunities into the business of esports (pp. 1–24). IGI Global Scientific Publishing.
Charraud, J., & Widell, M. (2019). What factors affect a consumer’s purchase decisions and perceptions of sponsored products in esports within Sweden? (Bachelor’s thesis, Umeå University).
Chen, S. (2025, April 11). Revolutionizing sports fan engagement: The power of AI in personalized experiences and content creation. Preciser Blog. Retrieved from: https://www.preciser.io/blog/revolutionizing-sports-fan-engagement-the-power-of-ai-in-personalized-experiences-and-content-creation (Accessed on 10.03.2026).
Chintalapati, S., & Pandey, S. K. (2022). Artificial intelligence in marketing: A systematic literature review. International Journal of Market Research, 64(1), 38–68. https://doi.org/10.1177/14707853211018428
Dangi, H., & Malik, A. (2017). Personalisation in marketing: An exploratory study. International Journal of Internet Marketing and Advertising, 11(2), 124–136. https://doi.org/10.1504/IJIMA.2017.084079
Davenport, T., Guha, A., Grewal, D., & Bressgott, T. (2020). How artificial intelligence will change the future of marketing. Journal of the Academy of Marketing Science, 48, 24–42. https://doi.org/10.1007/s11747-019-00696-0
Dos Remedios, E. (2024). The role of personalization in enhancing customer retention rates in iGaming. Symphony Solutions. Retrieved from: https://symphony-solutions.com/insights/personalization-boosts-customer-retention-in-gaming (Accessed on 09.03.2026).
Esiri, S. (2022). Integrated marketing communication framework for esports brand growth and audience expansion. Journal of Advance Multidisciplinary Research, 1(2), 39–47. https://doi.org/10.54660/jhmr.2022.1.2.39-47
Euromonitor. (2024). Understanding Consumer Loyalty in a Rapidly Evolving Sports Industry. Euromonitor International. Retrieved from: https://www.euromonitor.com/article/understanding-consumer-loyalty-in-a-rapidly-evolving-sports-industry (Accessed on 09.03.2026).
Fan, J., Sun, T., Liu, J., Zhao, T., Zhang, B., Chen, Z., Glorioso, M., & Hack, E. (2023). How well can an AI chatbot infer personality? Examining psychometric properties of machine-inferred personality scores. Journal of Applied Psychology, 108(8), 1277–1299. https://psycnet.apa.org/doi/10.1037/apl0001082
Freitas, B. D. A., Contreras-Espinosa, R. S., & Correia, P. Á. P. (2021). The importance of incorporating relevant-added value into esports sponsorships. Journal of Contemporary Marketing Science, 4(3), 397–423. https://doi.org/10.1108/JCMARS-03-2021-0009
Gulan, M., Feng, Y., Mvondo, G. F. N., & Niu, B. (2025). How do virtual influencers affect consumer brand evangelism in the metaverse? The effects of virtual influencers’ marketing efforts, perceived coolness, and anthropomorphism. Journal of Theoretical and Applied Electronic Commerce Research, 20(1), 36. https://doi.org/10.3390/jtaer20010036
Guttmann, A. (2026). Artificial intelligence (AI) use in marketing - statistics & facts. Statista. Retrieved from: https://www.statista.com/topics/5017/ai-use-in-marketing/?srsltid=AfmBOorpNaTKQFuhMgQ-Dtq2SKGnDihE2_V_i_Mr-tVVvqOEWZi1IxE3 (Accessed on 06.03.2026).
Habachi, S., Matute, J., & Palau-Saumell, R. (2024). Gamify, engage, build loyalty: Exploring the benefits of gameful experience for branded sports apps. Journal of Product & Brand Management, 33(1), 57–75. https://doi.org/10.1108/JPBM-07-2022-4070
Harzaviona, Y., & Syah, T. Y. R. (2020). Effect of customer satisfaction on customer loyalty and marketing organization performance in B2B market over heavy equipment company. Journal of Multidisciplinary Academic, 4(4), 242–249. http://www.kemalapublisher.com/index.php/JoMA/article/view/479/485
Haleem, A., Javaid, M., Qadri, M. A., Singh, R. P., & Suman, R. (2022). Artificial intelligence (AI) applications for marketing: A literature-based study. International Journal of Intelligent Networks, 3, 119–132. https://doi.org/10.1016/j.ijin.2022.08.005
Huettermann, M., & Pizzo, A. D. (2022). Esports fan engagement: A comparison of PC and console esports team fans. Frontiers in Sports and Active Living, 4, 880294. https://doi.org/10.3389/fspor.2022.880294
Jenny, S. E., Manning, R. D., Keiper, M. C., & Olrich, T. W. (2017). Virtual(ly) athletes: Where eSports fit within the definition of “sport”. Quest, 69(1), 1–18. https://doi.org/10.1080/00336297.2016.1144517
Kim, K. A., Byon, K. K., Baek, W., & Williams, A. S. (2019). Examining structural relationships among sport service environments, excitement, consumer-to-consumer interaction, and consumer citizenship behaviors. International Journal of Hospitality Management, 82, 318–325. https://doi.org/10.1016/j.ijhm.2018.10.004
Kostic, M. (2021, January 19). The impact of AI on esports. SwissCognitive. Retrieved from: https://swisscognitive.ch/2021/01/19/the-impact-of-ai-on-esport/ (Accessed on 10.03.2026).
Kugler, L. (2022). How AI is driving the esports boom. Communications of the ACM, 65, 17–18. https://doi.org/10.1145/3546956
Kumar, V. (2021). Intelligent marketing: Employing new-age technologies. Sage Publications.
Macey, J., Tyrväinen, V., Pirkkalainen, H., & Hamari, J. (2022). Does esports spectating influence game consumption? Behaviour & Information Technology, 41(1), 181–197. https://doi.org/10.1080/0144929X.2020.1797876
Marketing Link AI. (2025). AI in eSports Enhancing Player Engagement and Content Creation. Marketing Link AI. Retrieved from: https://marketinglinkai.com/ai-in-esports-enhancing-player-engagement-and-content-creation/ (Accessed on 09.03.2026).
Mende, M., Scott, M. L., Ubal, V. O., Hassler, C. M., Harmeling, C. M., & Palmatier, R. W. (2023). Personalized communication as a platform for service inclusion? Initial insights into interpersonal and AI-based personalization for stigmatized consumers. Journal of Service Research, 27(1), 28-48. https://doi.org/10.1177/10946705231188676
Murphy, M. (2018, December 19). Why big brands need to shift their focus to esports. Medium. Retrieved from: https://medium.com/instant-sponsor/why-big-brands-need-to-shift-their-focus-to-esports-4deb6a1dea31 (Accessed on 05.03.2026).
NamaaIT. (2026). Artificial Intelligence in Digital Marketing: A Strategic Necessity. Retrieved from: https://www.namaait.com/en/articles/60/ai-in-digital-marketing (Accessed on 07.03.2026).
Noble, S. M., & Mende, M. (2023). The future of artificial intelligence and robotics in the retail and service sector: Sketching the field of consumer-robot-experiences. Journal of the Academy of Marketing Science, 51, 747–756. https://doi.org/10.1007/s11747- 023-00948-0
Owen, M. (2026). The AI revolution in gaming: personalization, efficiency, and the bottom line. Phrase Blog. Retrieved from: https://phrase.com/blog/posts/ai-gaming-personalization-efficiency-localization/ (Accessed on 09.03.2026).
Pwc. (n.d.). Artificial intelligence — The MVP for personalizing sports. Retrieved from: https://www.pwc.com/us/en/industries/tmt/library/artificial-intelligence-in-sports.html (Accessed on 09.03.2026).
Rusnaini, S., Ariyanto, M., Jessika, S., Pratiwi, W., Marlina, E., & Hamirul. (2024). The Customer Experience Revolution: Building Brand Loyalty in the Age of Digital Disruption. Enigma in Economics, 2(1), 69-80. https://doi.org/10.61996/economy.v2i1.57
Sivatckaia, N. (2024, August 28). Personalized gaming experiences with AI: How machine learning enhances player engagement and immersion. GameInfluencer. Retrieved from: https://gameinfluencer.com/personalized-gaming-experiences-with-ai-how-machine-learning-enhances-player-engagement-and-immersion (Accessed on 09.03.2026).
Statista (2026). Esports - Worldwide. Retrieved from: https://www.statista.com/outlook/amo/esports/worldwide?srsltid=AfmBOoq9XjoetiRU8iLeX1PBuY8DHl5eh8ntcHkSe6B3a8t_--Gb2uRR#revenue (Accessed on 04.03.2026).
Su, Y. S., Chiang, W. L., Lee, C. T. J., & Chang, H. C. (2016). The effect of flow experience on player loyalty in mobile game application. Computers in Human Behavior, 63, 240–248. https://doi.org/10.1016/j.chb.2016.05.049
Teal, R., Roberts, M., Harrigan, P., Clarkson, J., & Rosenberg, M. (2020). Leveraging spectator emotion: A review and conceptual framework for marketing health behaviors in elite sports. Sport Management Review, 23, 183–199. https://doi.org/10.1016/j.smr.2019.05.003
Tiautrakul, J., & Jindakul, J. (2019). The artificial intelligence (AI) with the future of digital marketing. SSRN Electronic Journal. https://dx.doi.org/10.2139/ssrn.3405184
Tseng, F.-M., & Wang, C.-Y. (2013). Why do not satisfied consumers show reuse behavior? The context of online games. Computers in Human Behavior, 29(3), 1012–1022. https://doi.org/10.1016/j.chb.2012.12.011
Vinayak, S. (2023, September 26). AI-powered audience growth: How esports uses artificial intelligence to connect with fans. Forbes Technology Council. Retrieved from: https://www.forbes.com/councils/forbestechcouncil/people/vinayaks/ (Accessed on 10.03.2026).
Vorderer, P., Klimmt, C., & Ritterfeld, U. (2004). Enjoyment: At the heart of media entertainment. Communication Theory, 14(4), 388–408. https://doi.org/10.1111/j.1468-2885.2004.tb00321.x
Xiao, M. (2020). Factors influencing esports viewership: An approach based on the theory of reasoned action. Communication & Sport, 8(1), 92–122. https://doi.org/10.1177/2167479518819482
Yoo, K., Welden, R., Hewett, K., & Haenlein, M. (2023). The merchants of meta: A research agenda to understand the future of retailing in the metaverse. Journal of Retailing, 99(2), 173–192. https://doi.org/10.1016/j.jretai.2023.02.002
Young, A., & Wiedenfeld, G. (2022). A motivation analysis of video game microstreamers: “Finding my people and myself” on YouTube and Twitch. Journal of Broadcasting & Electronic Media, 66(2), 381-399. https://doi.org/10.1080/08838151.2022.2086549
Zanker, M., Rook, L., & Jannach, D. (2019). Measuring the impact of online personalisation: Past, present and future. International Journal of Human-Computer Studies, 131, 160–168. https://doi.org/10.1016/j.ijhcs.2019.06.006
Zhu, D. S., Lee, Z. C., Kuo, M. J., & Tumurtushaa, T. (2016). Factors affecting Mongolian online game players' satisfaction and loyalty. In Proceedings of the 2016 5th IIAI International Congress on Advanced Applied Informatics (IIAI-AAI 2016) (pp. 843–846). Institute of Electrical and Electronics Engineers. https://ieeexplore.ieee.org/document/7557729
Ziakis, C., & Vlachopoulou, M. (2023). Artificial intelligence in digital marketing: Insights from a comprehensive review. Information, 14(12), 1–30. https://doi.org/10.3390/info14120664