是什么让电竞消费者观看流媒体的电竞直播内容?扩展计划行为理论

Wooyoung (William) Jang, Wonjun Choi, Min Jung Kim, Hyunseok Song, Kevin K. Byon
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引用次数: 0

摘要

目的 本研究旨在更好地了解是什么让电竞爱好者参与到流媒体的电竞游戏直播中。本研究采用了计划行为理论(Theory of Planned Behavior,TPB),并将流媒体认同和电竞游戏认同作为调节变量。根据过去每周观看电竞直播的时长(1 到 45 小时不等),参与者被分为低频组(n = 152)和高频组(n = 155)。本研究发现,过去观看经验对态度和行为意向之间的关系具有负向调节作用,对感知行为控制和行为意向之间的路径具有正向调节作用。此外,研究还发现流媒体认同(STI)和电竞游戏认同(EGI)对态度和主观规范的直接影响在统计学上具有显著性。虽然 STI 通过态度对行为意向的间接影响在统计上有显著性,但 EGI 通过主观规范对态度和行为意向的间接影响没有显著性。原创性/价值从理论上讲,本研究通过探索两种认同(即流媒体和电竞游戏)作为 TPB 焦点因素(即态度、主观规范和感知行为控制)的前因,以及基于每周观看频率高/低的先前经验的调节作用,扩展了 TPB 模型。在实践中,电竞直播内容创作者和直播平台管理者可以利用本研究的发现来制定战略,以培养他们当前和未来的观众群。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
What makes esports consumers watch streamers' esports live-streaming contents? Extending the theory of planned behavior

Purpose

This study aimed to understand better what makes esports fans engage with streamers' live-streaming of esports gameplay. This study used the Theory of Planned Behavior (TPB) and additionally adopted streamer identification and esports game identification as moderating variables.

Design/methodology/approach

Data were collected from streamers' esports content streaming viewers over 18 years of age using an online survey in Amazon M-Turk (N = 307). Based on past esports live-streaming weekly watching hours, which range from 1 to 45 h, the participants were divided into lower (n = 152) and higher (n = 155) frequency groups. PLS-SEM and bootstrapping techniques were used to test the moderated mediation relationships among the constructs.

Findings

This study found a negative moderating effect of past watching experience on the relationship between attitudes and behavioral intention, and it positively moderated the path between perceived behavioral control and behavioral intention. Also, it was found statistically significant direct impacts of streamer identification (STI) and esports game identification (EGI) on attitude and subjective norms. While the indirect impact of STI on behavioral intention through attitude was statistically significant, there were no significant indirect impacts of EGI on attitude and behavioral intention through subjective norms.

Originality/value

Theoretically, this study extends the TPB model by exploring the two identifications (i.e. streamers and esports games) as antecedents of the focal TPB factors (i.e. attitudes, subjective norms and perceived behavioral control) and the moderating effect of prior experience based on high/low weekly watching frequencies. Practically, content creators of esports live-streaming and live-streaming platform managers can use the study’s findings to develop strategies to nurture their current and future viewership.

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