Testing Variation in Esports Spectators’ Motivations in Relation to Consumption Behaviour

Yueh Tung Hua, Kun Yu Liu, Hsien Che Huang, Ian D. Rotherham, Shang Chun Ma

研究成果: Article同行評審

1 引文 斯高帕斯(Scopus)

摘要

This study aims to examine firstly the motivations of esports spectators driving them to engage in consumption behaviour, and secondly, two spectator groups (League of Legends, LOL; Hearthstone) to compare the findings of the independence model and the competing model. In recent decades, the concept of esports has emerged as a major component of the sports industry and, therefore, of the global economy. However, the basic functioning of this new sector is relatively poorly understood. This study considers consumer motivations as they relate to esports and aims to assess how selected motivations interact. The motivations chosen in five categories were adopted from the Uses and Gratifications Theory. The independence model (based on Uses and Gratifications Theory (UGT)) and competing model (based on multiple theoretical perspectives) were applied to the LOL and Hearthstone spectator groups. Data (n = 574) were collected via online surveys with cross-validation measured and established between the two groups. The findings showed that social integrative motivations positively impacted consumption behaviour across game genres. Affective motivation partially mediated the relationship between social integrative motivation and consumption behaviour in LOL, and cognitive and personal integrative motivations positively influenced consumption behaviour in Hearthstone. The tension-release motivation had no significant association with consumption behaviour for spectators of either game. The findings can help the commercial interests of different esports game genres to predict why people consume particular esports and thus aid effective marketing strategies.

原文English
文章編號2028
期刊Sustainability (Switzerland)
15
發行號3
DOIs
出版狀態Published - 2023 2月

All Science Journal Classification (ASJC) codes

  • 電腦科學(雜項)
  • 環境科學(雜項)
  • 地理、規劃與發展
  • 能源工程與電力技術
  • 硬體和架構
  • 管理、監督、政策法律
  • 電腦網路與通信
  • 可再生能源、永續發展與環境

指紋

深入研究「Testing Variation in Esports Spectators’ Motivations in Relation to Consumption Behaviour」主題。共同形成了獨特的指紋。

引用此