Factors Affecting eSports Audience Satisfaction - The case of League of Legends

Factors Affecting eSports Audience Satisfaction - The case of League of Legends
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影响电子竞技观众满意度的因素——以《英雄联盟》为例

DOI:
10.7583/jkgs.2014.14.3.35
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发表时间:
2014
期刊:
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影响因子:
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通讯作者:
Sang
Sang
中科院分区:
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文献类型:
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作者:
Jiyoung Lee;J. An;Sang

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随着电子竞技的引入,游戏作为一种新的大众文化应运而生。此外,它还对游戏、内容、广播、IT等相关行业产生了积极影响。对电子竞技消费者行为的研究是电子竞技产业持续振兴的需要。然而,关于电子竞技消费者心理方面的研究还不够充分。本研究旨在寻找观众观看《英雄联盟》(LOL)的动机,它开启了电子竞技的新范式。我们还发现了这种收视动机与满意度之间的关系。关键词:电子竞技(e스포츠),观众满意度(관람만족),收视动机(관람동기),消费者特征(소비자특성)收到:2014年4月21日接受:2014年6月9日通讯作者:李相宇(延世信息研究生院)电子邮件:leesw726@yonsei.ac.krISSN:1598-4540/eISSN:2287-8211C韩国游戏协会版权所有。这是一篇开放获取的文章,根据知识共享署名非商业许可证(http://creativecommons.otg/licenses/by-nc/3.0),的条款分发,允许在任何媒体上不受限制地非商业使用、分发和复制,前提是正确引用原始作品。
ABSTRACT With the introduction of e-Sports, games have emerged as a new public culture. Also, it has had positive effects on related industries including game, contents, broadcasting, IT and more. Studies on eSports consumer behavior are required for the continuous vitalization of the eSports industry. However, there are insufficient studies on the psychological aspect of eSports consumers. This study aims to find the motivations for watching the League of Legends(LoL), which has opened a new paradigm of eSports. We also find the relationship between such viewing motivation and satisfaction. This study is expected to be the base of future studies on eSports consumer motivation and establish effective marketing strategies in the industry.Keywords : eSports(e스포츠), Audience satisfaction(관람만족), Viewing motivation (관람동기), Consumer characteristics(소비자 특성) Received: Apr. 21, 2014 Accepted: Jun. 09, 2014 Corresponding Author: Sang-Woo Lee (Yonsei Graduate School of Information)E-mail: leesw726@yonsei.ac.krISSN: 1598-4540 / eISSN: 2287-8211Ⓒ The Korea Game Society. All rights reserved. This is an open-access article distributed under the terms of the Creative Commons Attribution Non-Commercial License (http://creativecommons.otg/licenses/by-nc/3.0), which permits unrestricted non-commercial use, distribution, and reproduction in any medium, provided the original work is properly cited.