The DOI matches its Crossref record; 15 of the 15 references it cites were found in a registry or an index.
What is eSports and why do people watch it?
Open accessAbstract
Purpose: The purpose of this paper is to investigate why do people spectate eSports on the internet. The authors define eSports (electronic sports) as “a form of sports where the primary aspects of the sport are facilitated by electronic systems; the input of players and teams as well as the output of the eSports system are mediated by human-computer interfaces.” In more practical terms, eSports refer to competitive video gaming (broadcasted on the internet). Design/methodology/approach: The study employs the motivations scale for sports consumption which is one of the most widely applied measurement instruments for sports consumption in general. The questionnaire was designed and pre-tested before distributing to target respondents (n=888). The reliability and validity of the instrument both met the commonly accepted guidelines. The model was assessed first by examining its measurement model and then the structural model. Findings: The results indicate that escapism, acquiring knowledge about the games being played, novelty and eSports athlete aggressiveness were found to positively predict eSport spectating frequency. Originality/value: During recent years, eSports (electronic sports) and video game streaming have become rapidly growing forms of new media in the internet driven by the growing provenance of (online) games and online broadcasting technologies. Today, hundreds of millions of people spectate eSports. The present investigation presents a large study on gratification-related determinants of why people spectate eSports on the internet. Moreover, the study proposes a definition for eSports and further discusses how eSports can be seen as a form of sports.
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Citations
Cites
Evaluating Structural Equation Models with Unobservable Variables and Measurement Error
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Evaluating structural equation models with unobservable variables and measurement error
Fornell, C., & Larcker, D. F. (1981) · Journal of Marketing Research · doi:10.1177/002224378101800104 · Cited by 109,190
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Chin, W. W., Marcolin, B. L., & Newsted, P. R. (2003) · Information Systems Research · doi:10.1287/isre.14.2.189.16018 · Cited by 6,479
Uses and Gratifications Research
Katz, E., Blumler, J. G., & Gurevitch, M. (1973) · Public Opinion Quarterly · doi:10.1086/268109 · Cited by 4,012 · cited 1×
“In the area of communication and media research, the uses and gratification theory (UGT) framework is perhaps the most commonly adopted perspective which has been used to analyze media consumption (Katz et al., 1973, 1974; Wang et al., 2008; West and Turner, 2010).”
MethodBasking in reflected glory: Three (football) field studies.
Cialdini, R. B., Borden, R. J., Thorne, A., Walker, M. R., Freeman, S., & Sloan, L. R. (1976) · Journal of Personality and Social Psychology · doi:10.1037//0022-3514.34.3.366 · Cited by 2,443
Papacharissi, Z., & Rubin, A. M. (2000) · Journal of Broadcasting & Electronic Media · doi:10.1207/s15506878jobem4402_2 · Cited by 1,826
Why people use social media: a uses and gratifications approach
Whiting, A., & Williams, D. (2013) · Qualitative Market Research: An International Journal · doi:10.1108/qmr-06-2013-0041 · Cited by 1,810
On the Use of the Mass Media for Important Things
Katz, E., Haas, H., & Gurevitch, M. (1973) · American Sociological Review · doi:10.2307/2094393 · Cited by 1,639 · cited 2×
“To this end, UGT considers individuals as conscious of their own consumption, and also that media competes for gratification with other sources (Katz et al., 1974).”
BackgroundMethodYee, N. (2006) · Presence: Teleoperators and Virtual Environments · doi:10.1162/pres.15.3.309 · Cited by 1,276
Cited by
Bai, S., Hew, K. F., & Huang, B. (2020) · Educational Research Review · doi:10.1016/j.edurev.2020.100322 · Cited by 994
Social motivations of live-streaming viewer engagement on Twitch
Hilvert-Bruce, Z., Neill, J. T., Sjöblom, M., & Hamari, J. (2018) · Computers in Human Behavior · doi:10.1016/j.chb.2018.02.013 · Cited by 870
“…in previous ACCEPTED MANUSCRIPTSOCIO-MOTIVATIONS OF LIVE-STREAMING VIEWER ENGAGEMENT research (Chen & Lin, 2018; Hamilton et al., 2014; Sjöblom & Hamari, 2017; Sjöblom et al., 2017), as well as other types of online media related to this field, such as social media (Papacharissi & Mendelson,…”
BackgroundResultInfluentialSelf-citationWhy do people play games? A meta-analysis
Hamari, J., & Keronen, L. (2017) · International Journal of Information Management · doi:10.1016/j.ijinfomgt.2017.01.006 · Cited by 368
Self-citation
Metadata
- Authors
- Hamari, J., & Sjöblom, M.
- Venue
- Internet Research
- Publisher
- Emerald
- Published
- 2017-04-03
- Volume
- 27
- Issue
- 2
- Pages
- 211-232
- ISSN
- 1066-2243 (ISSN-L)
- OpenAlex
- W3125861674
- Cited by
- 1,029
- References
- 15
- FWCI
- 174.72
- Type
- journal article
- Language
- en
- Open access
- green
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Data sources
Bibliographic data: Semantic Scholar, OpenAlex, Crossref.
Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.