Passionate About Esports: Esports Players’ Motivation to Participate in and Watch Esports Events

IF 2 Q2 COMMUNICATION
Yong Chae Rhee, Kyungun Kim
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引用次数: 1

Abstract

Alderfer’s ERG (i.e., existence, relatedness, and growth) theory of motivation (1969) was adopted in this study to analyze individuals’ motivations for engaging in esports. This study investigated the relatively new field of esports viewership and participation by concentrating on the motivating factors behind esports consumption to establish whether esports viewership and participation are distinct markets that stand alone or are comparable to or complement each other for consumption. The study was conducted using qualitative methods consisting of semistructured focus-group interviews. The transcript was coded using open, axial, and selective coding to develop themes fitting within the ERG theory. The current study found similarities and unique findings in esports participation and consumption motivation factors under the ERG groups. Practical applications are proposed for employing the results of the study to further marketing and development efforts in this field.
对电子竞技的热情:电子竞技玩家参与和观看电子竞技赛事的动机
本研究采用Alderfer的ERG(即存在、关联和成长)动机理论(1969)来分析个体参与电子竞技的动机。本研究通过关注电子竞技消费背后的激励因素,调查了电子竞技观众和参与这一相对较新的领域,以确定电子竞技观众和参与是独立的独立市场,还是相互比较或互补的消费市场。本研究采用半结构化焦点小组访谈的定性方法进行。转录本使用开放、轴向和选择性编码来开发符合ERG理论的主题。目前的研究发现了ERG组在电子竞技参与和消费动机因素方面的相似和独特的发现。提出了将研究结果应用于该领域的进一步营销和开发工作的实际应用。
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来源期刊
CiteScore
3.70
自引率
5.60%
发文量
36
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