Competitive sport in Web 2.0: consumer motivation, spectatorship experience, and the degreee of overlap between traditional sport and esport

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Date
2019
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University of Alabama Libraries
Abstract

In the 21st Century, eSport has gradually come into public sight as a new form of competitive spectator event. This type of modern competitive video gaming resembles the field of traditional sport in multiple ways, including players, leagues, tournaments and corporate sponsorship, etc. Nevertheless, academic discussion regarding the current treatment, benefit, and risk of eSport are still ongoing. This research project examined the status quo of the rising eSport field. Based on a detailed introduction of competitive video gaming history as well as an in-depth analysis of factors that constitute a sport, this study redefined eSport as a unique form of video game competition. From the theoretical perspective of uses and gratifications, this project focused on how eSport is similar to, or different from, traditional sports in terms of spectator motivations. The current study incorporated a number of previously validated-scales in sport literature and generated two surveys, and got 536 and 530 respondents respectively. This study then utilized the data and constructed the motivation scale for eSport spectatorship consumption (MSESC) through structural equation modeling. The current study then applied MSESC and compared the relationship between motivation and consumption under the context of eSport and traditional sport. Results of the current study indicated that communication between fans, the information-seeking need, and intentions to support the industry can positively predict eSport consumption while family-bonding and informational superiority were negatively associated with eSport consumption. Meanwhile, young male fans generally consume more eSport contents than others. Compare to traditional sport, eSport was superior in terms of fulfilling the need to witness professional techniques, to pass the time, and to get personal training. This study then discussed the application of uses and gratification approach in eSport, and suggested evaluation on eSport media coverage and experimentation on various motivation factors to advance the research on eSport consumption as this industry continues to grow.

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Electronic Thesis or Dissertation
Keywords
Communication, Information science, Statistics
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