Determinants of Online Live Esports Viewership With Advanced Data: The Case of League of Legends Champions Korea

IF 3.2 1区 文学 Q1 COMMUNICATION
Yoonji Ryu, Jaehyun Jeong, Wonseok Jang, Gyemin Lee, Hyunwoong Pyun
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Abstract

With the rapid advancement of technology, esports have become more accessible and widespread on online platforms. The behavior of fans watching live broadcasts online differs from that of those watching on TV or attending stadium events. To understand the online demand for esports, this study examines the determinants of live esports viewership using advanced data from online platforms. We examined game-level data from the League of Legends Champions Korea (LCK) from the summer of 2019 to the summer of 2022. We analyzed four dependent variables representing esports online demands—hours watched, peak views, concurrent average views, and view drops—based on several pre-game (outcome uncertainty and team quality), in-game (game quality and upset result), and schedule-related (evening game) variables. Using two-way least squares dummy variable regression models, we identified the key determinants. The results suggest that outcome uncertainty, team quality, game quality, and evening games significantly impact esports online viewership. In addition, in-game factors, such as the sum and difference in kills between teams, attracted more viewers. This indicates that online viewers prefer games with more kills and a closer kill difference between teams.
利用高级数据研究在线直播电竞观众人数的决定因素:英雄联盟》韩国冠军赛案例
随着技术的飞速发展,电子竞技在网络平台上变得更加容易获得和普及。粉丝在线观看直播的行为不同于通过电视或参加体育馆赛事观看直播的行为。为了解电竞的在线需求,本研究利用在线平台的高级数据研究了电竞直播观众人数的决定因素。我们研究了从 2019 年夏季到 2022 年夏季的韩国英雄联盟冠军赛(LCK)的游戏级数据。我们根据赛前(结果不确定性和队伍质量)、赛中(比赛质量和失利结果)以及赛程相关(晚间比赛)变量,分析了代表电竞在线需求的四个因变量--观看时长、观看峰值、并发平均观看量和观看下降。利用双向最小二乘法虚拟变量回归模型,我们确定了关键的决定因素。结果表明,结果不确定性、球队质量、比赛质量和晚间比赛对电竞在线观看率有显著影响。此外,游戏中的因素,如队伍之间的击杀总和和差距,也吸引了更多观众。这表明,在线观众更喜欢击杀数更多和队伍间击杀数差距更接近的比赛。
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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来源期刊
CiteScore
7.00
自引率
11.10%
发文量
44
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