It is in the game: dimensions of esports online spectator motivation and development of a scale

It is in the game: dimensions of esports online spectator motivation and development of a scale
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DOI:
10.1080/16184742.2019.1630464
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发表时间:
2020-08
影响因子:
3.4
通讯作者:
T. Y. Qian;Jerred Junqi Wang;James J. Zhang;Laura Lu
T. Y. Qian;Jerred Junqi Wang;James J. Zhang;Laura Lu
中科院分区:
教育学2区
文献类型:
--
作者:
T. Y. Qian;Jerred Junqi Wang;James J. Zhang;Laura Lu

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研究问题:为了解决与电子竞技在线观众相关的特质,该研究旨在:(a)开发电子竞技观众动机量表(MSES)和(B)确定是什么激励人们在在线环境中观看电子竞技。研究方法:在研究的第一阶段,定性数据收集从8个半结构化访谈和在线开放式调查(n = 207)。第二阶段实施了一系列定量组件来测试第一阶段中确定的动机,并在两个电子竞技在线观众样本上开发MSES。探索性因素分析(n = 671),验证性因素分析(n = 638)和结构方程模型分析(n = 638),以验证MSES。结果和发现:技能提高和替代感觉是电子竞技环境中出现的独特动机。不同的观点被发现关于技能欣赏和社会化的机会。结果发现,传统体育消费者的消费动机与朋友关系、竞赛兴奋、竞赛性、娱乐性、戏剧性、游戏知识等因素有关。含义:该研究初步尝试为学者和从业者提供见解,以了解快速增长的电子竞技消费市场。这项研究是电子竞技研究的先驱之一,旨在研究互动和沉浸式体验(例如第一人称视角,聊天室和个性流)的整合如何影响电子竞技观众的动机和行为,从而为越来越多的体育观众文献做出贡献。
ABSTRACT Research questions: To tackle the idiosyncrasies associated with esports online spectatorship, the study was designed to: (a) develop the Motivation Scale of Esports Spectatorship (MSES) and (b) identify what motivates people to watch esports in an online environment. Research methods: In phase 1 of the study, qualitative data were collected from 8 semi-structured interviews and online open-ended surveys (n = 207). Phase 2 implemented a series of quantitative components to test the motives identified in phase 1 and develop the MSES on two samples of esports online spectators. Exploratory factor analysis (n = 671), confirmatory factor analysis (n = 638), and structural equation modeling analysis (n = 638) were performed to validate the MSES. Results and findings: Skill improvement and vicarious sensation were the unique motives that emerged in the esports context. Distinct perspectives were found regarding skill appreciation and socialization opportunity. Friends bonding, competition excitement, competitive nature, entertaining nature, dramatic nature, and game knowledge were found to mirror the motives of traditional sport consumers. Implications: The study made an initial attempt to provide insights for scholars and practitioners to understand the fast-growing esports consumer market. This study contributes to a growing body of sport spectatorship literature by being one of the pioneering esports studies to investigate how the integration of interactive and immersive experiences (e.g. first-person view, chat room, and personality streams) impact esports spectators’ motivation and behaviors.