Motivations to Participate in Gaming and Esports: An Exploratory Study on The Influence of Participant Gender

Tara Q. Mahoney, Lindsey Darvin, Ryan Vooris
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Abstract

The rapid growth of gaming and esports since 2015 demands an investigation of the habits of those who consume and engage with (i.e., participate, view, attend events) this emerging space. As previous research has suggested, women and men may engage with video games for different reasons, and to better understand this occurrence, the current study addresses whether their gaming and esports participation motivations vary. As a result, this exploratory study employed a survey design with a previously validated scale used to measure motivation differences between men and women for traditional sport and exercise spaces. In addition, insights from Hamari and Sjöblom study were used to construct the survey instrument and adapt it to gaming environments. The researchers used an exploratory factor analysis to examine the data and determine preliminary factors relating to esports and gaming motivations. Additionally, gender differences were also assessed. Implications for the gaming industry are discussed as well as future research directions.
参与游戏和电子竞技的动机:关于参与者性别影响的探索性研究
自 2015 年以来,游戏和电子竞技迅速发展,这就需要对消费和参与(即参与、观看、参加活动)这一新兴空间的人的习惯进行调查。正如之前的研究表明的那样,女性和男性可能出于不同的原因参与电子游戏,为了更好地理解这一现象,本研究探讨了他们的游戏和电竞参与动机是否存在差异。因此,本探索性研究采用了调查设计,并使用了之前经过验证的量表来测量男性和女性在传统体育锻炼空间中的动机差异。此外,研究人员还借鉴了 Hamari 和 Sjöblom 的研究成果来构建调查工具,并使其适用于游戏环境。研究人员使用了探索性因素分析来检查数据,并确定了与电竞和游戏动机有关的初步因素。此外,还对性别差异进行了评估。研究还讨论了对游戏产业的影响以及未来的研究方向。
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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