Unpacking the Player: A review of consumption behaviours beyond gameplay in esports

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Nashniq Shah Majiri, Mohd Kamal Othman, Norehan Zulkiply
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Abstract

Esports is experiencing explosive growth, and understanding player consumption behaviour is vital to its success. This paper reviews studies from 2000 to 2023, analysing 37 studies to explore the multifaceted nature of player consumption. It examines existing research on player motivations, engagement with core activities (gameplay, spectating), and the influence of social factors, technology, and player experience. Findings suggest that established frameworks like UTAUT2 and Uses and Gratifications Theory, along with esports-specific models such as the Esports Consumption model, help understand consumption patterns and player motivations. Social interaction and platform-specific factors play crucial roles in player engagement and consumption decisions. Also, findings elucidated three different categories of esports consumption practices: Participation in Esports Gameplay (n = 12) and spectating Esports (n = 16). In another category, it either focuses on one aspect, such as purchasing (n = 1), governing (n = 2), General Practices (n = 2) or combinations of Governance and Purchasing (n = 1), Spectating and Purchasing (n = 1), Playing and Spectating (n = 1) and Playing and Purchasing (n = 2). The review identifies gaps, including underrepresented consumption practices like esports merchandise and event attendance. Exploring player segmentation and the psychological factors influencing consumption can enrich our understanding. This can help stakeholders develop effective strategies to enhance player experiences in esports.
剖析玩家:电子竞技游戏玩法之外的消费行为
电子竞技正在经历爆炸式增长,了解玩家的消费行为对其成功至关重要。本文回顾了2000年至2023年的研究,分析了37项研究,以探索玩家消费的多面性。它检查了关于玩家动机、核心活动(游戏玩法、观看)的参与度以及社交因素、技术和玩家体验的影响的现有研究。研究结果表明,像UTAUT2和使用与满足理论这样的既定框架,以及电子竞技特定的模型,如电子竞技消费模型,有助于理解消费模式和玩家动机。社交互动和平台特定因素在玩家粘性和消费决策中扮演着至关重要的角色。此外,研究结果还阐明了三类不同的电子竞技消费行为:参与电子竞技游戏(n = 12)和观看电子竞技(n = 16)。在另一个类别中,它要么专注于一个方面,例如采购(n = 1),管理(n = 2),一般实践(n = 2)或管理和采购(n = 1),观察和采购(n = 1),玩和观察(n = 1)以及玩和采购(n = 2)的组合。该审查发现了差距,包括电子竞技商品和活动出席等未被充分代表的消费行为。探索玩家细分和影响消费的心理因素可以丰富我们的认识。这可以帮助利益相关者制定有效的策略来增强玩家在电子竞技中的体验。
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
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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