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Cited by 1,029

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 access
Hamari, Juho, Sjöblom, Max·2017·Internet Research

Abstract

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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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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CoChat. (2026). Citation check: What is eSports and why do people watch it? https://app.cochat.ai/papers/10.1108/intr-04-2016-0085
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Hamari, J., & Sjöblom, M. (2017). What is eSports and why do people watch it? Internet Research. https://doi.org/10.1108/intr-04-2016-0085

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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.