Official onsite event versus unofficial streaming: Understanding the wellbeing formation in esports spectatorship

IF 8.9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL
Computers in Human Behavior Pub Date : 2026-06-01 Epub Date: 2026-02-17 DOI:10.1016/j.chb.2026.108950
Sungkyung Kim, Hee Jung Hong
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Abstract

This study explores how esports spectators' motivations lead to psychological benefits in two settings: official onsite events and unofficial online streams. The benefits examined are flow experience and subjective wellbeing. A professional research company conducted a cross-sectional survey of 400 South Korean esports consumers with 200 per viewing context. We used partial least squares structural equation modelling (PLS-SEM) to test the hypothesised relationships. The results showed that all three motivations predicted flow for onsite spectators, while only skill-based and relationship-based motivations influenced flow for online viewers. Entertainment-based motivations directly enhanced wellbeing in both contexts, while relationship-based motivations predicted wellbeing only for online viewers. Flow experience contributed significantly to wellbeing in both groups and fully mediated the skill-based motivation-wellbeing relationship. Despite these variations, multigroup analysis showed no significant differences between viewing contexts. These findings demonstrate that fundamental psychological mechanisms remain consistent across viewing contexts.

Abstract Image

官方现场赛事与非官方流媒体:了解电子竞技观众的幸福感形成
本研究探讨了电子竞技观众的动机如何在两种情况下带来心理利益:官方现场赛事和非官方在线流。研究的好处包括心流体验和主观幸福感。一家专业研究公司对400名韩国电子竞技消费者进行了横断面调查,每个观看情境为200个。我们使用偏最小二乘结构方程模型(PLS-SEM)来检验假设的关系。结果表明,这三种动机都能预测现场观众的心流,而只有基于技能和基于关系的动机能影响在线观众的心流。在这两种情况下,基于娱乐的动机直接提高了幸福感,而基于关系的动机只预测了在线观众的幸福感。心流体验对两组的幸福感都有显著影响,并完全介导了基于技能的动机-幸福感关系。尽管存在这些差异,但多组分析显示,不同观看环境之间没有显著差异。这些发现表明,基本的心理机制在不同的观看环境中保持一致。
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来源期刊
CiteScore
19.10
自引率
4.00%
发文量
381
审稿时长
40 days
期刊介绍: Computers in Human Behavior is a scholarly journal that explores the psychological aspects of computer use. It covers original theoretical works, research reports, literature reviews, and software and book reviews. The journal examines both the use of computers in psychology, psychiatry, and related fields, and the psychological impact of computer use on individuals, groups, and society. Articles discuss topics such as professional practice, training, research, human development, learning, cognition, personality, and social interactions. It focuses on human interactions with computers, considering the computer as a medium through which human behaviors are shaped and expressed. Professionals interested in the psychological aspects of computer use will find this journal valuable, even with limited knowledge of computers.
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