Esports for development? Exploring esports player profiles and their development and well-being outcomes

Wonjun Choi, Wooyoung (William) Jang, Hyunseok Song, Min Jung Kim, Wonju Lee, Kevin K. Byon
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Abstract

Purpose

This study aimed to identify subgroups of esports players based on their gaming behavior patterns across game genres and compare self-efficacy, social efficacy, loneliness and three dimensions of quality of life between these subgroups.

Design/methodology/approach

324 participants were recruited from prolific academic to complete an online survey. We employed latent profile analysis (LPA) to identify subgroups of esports players based on their behavioral patterns across genres. Additionally, a one-way multivariate analysis of covariance (MANCOVA) was conducted to test the association between cluster memberships and development and well-being outcomes, controlling for age and gender as covariates.

Findings

LPA analysis identified five clusters (two single-genre gamer groups, two multigenre gamer groups and one all-genre gamer group). Univariate analyses indicated the significant effect of the clusters on social efficacy, psychological health and social health. Pairwise comparisons highlighted the salience of the physical enactment-plus-sport simulation genre group in these outcomes.

Originality/value

This study contributes to the understanding of the development and well-being benefits experienced by various esports consumers, as well as the role of specific gameplay in facilitating targeted outcomes among these consumer groups.

电竞促进发展?探索电竞运动员的情况及其发展和福祉成果
目的 本研究旨在根据不同游戏类型的游戏行为模式来识别电竞玩家亚群,并比较这些亚群之间的自我效能感、社交效能感、孤独感和生活质量的三个维度。我们采用潜在特征分析(LPA),根据电竞玩家跨类型的行为模式来识别电竞玩家亚群。此外,我们还进行了单向多变量协方差分析(MANCOVA),以检验集群成员资格与发展和幸福结果之间的关联,并将年龄和性别作为协变量加以控制。单变量分析表明,分组对社会效能、心理健康和社会健康有显著影响。这项研究有助于了解不同电竞消费者所经历的发展和福利,以及特定游戏在促进这些消费者群体的目标结果方面所起的作用。
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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