eSport:A Comparison of Spectator Motives between genres and global regions

被引量 : 0次 | 上传用户:woshilidefu
下载到本地 , 更方便阅读
声明 : 本文档内容版权归属内容提供方 , 如果您对本文有版权争议 , 可与客服联系进行内容授权或下架
论文部分内容阅读
An important objective in the field of esport consumer behaviour is assessing themotivation of spectators to watch esport.The purpose of this thesis is to analyseconsumer motivations for spectating competitive esport in a comparative manner.It isproposed that consumer motivations for spectating esports vary among different esportgenres and global regions.  Three hypotheses were formulated to assess the difference in motivational patternsbetween esport spectators between different esport genres and among different globalregions.The research is quantitative in nature and a survey method was selected toassess motivation among esport audiences in both live and an online environment usingthe Motivational Scale for Sport Consumption on a sample of 2027 spectators.  The results illustrated the salient motivations of esport consumers among all genresand regions and further indicates that there are statistically significant differencesbetween consumer motivations for spectating esports between global genres and regions.  The results were then compared with literature that has already studied consumermotivations in an esport setting and a convergence was found in several areas of sportconsumption.Patterns on several constructs are in convergence with establishedliterature on the subject notably in constructs such a Player Skill, Drama and Acquisitionof Knowledge.A negative motivating factor was also in convergence with previousresearch in the domain of Physical Attractiveness.The research also illustrated adifference in consumer motivations between male and female respondents, furthermore adifference regarding spectatorship and fandom impacted show different results in thequestions measuring spectator team identification.  This study is among a few of its nature and character in esport literature.Esportmanagers and event producers can benefit directly from having an informed view of thenuances of esport audiences.Furthermore, this research can serve to validate the resultsof future esport consumer behaviour researchers and contributes toward esports beingrecognized as a form of sports.  
其他文献
在互联网商业生态环境中传统企业往往占据着价值链链条上关键环节,并普遍采取利用内部竞争优势培养企业核心竞争力的发展模式。而这种发展模式忽视了对企业外部价值网中的优
股票回购西方资本市场上一种重要的资本运营方式与公司治理手段,具有优化公司股权结构、增强财务灵活性、合理避税、稳定并提升股价等作用。与西方发达国家相比,我国股票回购
液压作为日常生活中一种常见的装置,在运用的过程中需要增强保护机制,并且定期进行故障维修,才能够确保工作的更加完善.一个液压系统的好坏不仅取决于系统设计的合理性和系统
随着经济的日益全球化,我国大力推行鼓励创业的政策,力求顺应经济潮流的同时提升我国的经济实力。通过实践可以发现,近些年来团队创业已经逐渐取代个体创业,成为开展创业活动的主
随着计算机时代的来临,人们的日常生活和工作都离不开计算机技术的支持,对计算机专业人才的需求量也在不断提高.中职院校作为培养技术型人才的基地,在实际教学过程中需要增强
我国加入WTO后,企业直接面临着国际竞争。这是一种全方位的竞争,不经包括产品、市场、研发的竞争,还包括管理者经营管理水平的竞争,而经营管理水平决定着企业的核心竞争力。企业
犬儒主义源起于古希腊的一个哲学流派,1989年,Kanter和Mirvis通过对美国雇员进行的一项全国性调查研究发现,美国社会中出现了这样一种明显的现象:不信任、自我提防、自我服务等