The impacts of social needs and game playing type on esports consumers' positive eWOM sharing: applying the FIRO theory

Deokkyung Ock, Yongjin Hwang
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Abstract

PurposeThe current study aims to examine esports consumers' social needs (inclusion, affection and control) as antecedents of positive eWOM intention. Additionally, the moderating effects of game playing type (individual-based competition vs. team-based competition) were tested to determine whether the inherent socializing opportunities provided by each game playing type have different effects on the relationship between social needs and eWOM communication of esports consumers.Design/methodology/approachA cross-sectional survey design was applied to 387 responses collected from an online survey platform. After checking several assumptions, a series of regression analyses were performed to test the suggested hypotheses.FindingsThe results revealed that the needs for inclusion, affection and control were positively associated with eWOM intention. Furthermore, the relationships between inclusion and eWOM intention and affection and eWOM intention were moderated by game playing type.Originality/valueThe current study extended the fundamental interpersonal relations orientation theory from conventional interpersonal relationships to interpersonal communication in online platforms. This research also suggested that eWOM communication in esports could be supplemental social opportunities, especially for individual-based competition games.
社会需求和游戏类型对电子竞技消费者积极eom分享的影响:基于FIRO理论
目的本研究旨在探讨电子竞技消费者的社会需求(包容、情感和控制)作为电子竞技消费者积极电子竞技意愿的前因。此外,我们还测试了游戏类型(以个人为基础的竞争与以团队为基础的竞争)的调节作用,以确定每种游戏类型提供的内在社交机会是否对电子竞技消费者的社交需求与eom传播之间的关系有不同的影响。设计/方法/方法采用横断面调查设计,对从在线调查平台收集的387份回复进行了调查。在检验了几个假设之后,进行了一系列的回归分析来检验提出的假设。结果发现,包容需求、情感需求和控制需求与eom意向呈正相关。此外,游戏类型对包容与外劳意向、情感与外劳意向的关系有调节作用。本研究将基本的人际关系取向理论从传统的人际关系扩展到网络平台上的人际交往。这项研究还表明,电子竞技中的eom交流可以成为补充社交机会,特别是对于基于个人的竞技游戏。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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