举办电竞赛事:电竞粉丝的质量-反应-行为意向关系

IF 2.6 Q2 SPORT SCIENCES
Frontiers in Sports and Active Living Pub Date : 2025-06-09 eCollection Date: 2025-01-01 DOI:10.3389/fspor.2025.1547097
Luís Cerqueira, Tiago Ribeiro, Victor Manoel Cunha de Almeida
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引用次数: 0

摘要

引言:本研究旨在探讨电子竞技赛事的物理环境如何影响粉丝的情感反应和他们未来的行为意图。根据刺激-有机体-反应(S-O-R)模型,情感反应(愉悦)被概念化为物理环境(刺激)和行为意图(反应)之间的有机体(中介)。方法:因变量为重访意向和口碑,人口统计因素包括年龄、教育程度、国籍和活动出席率来描述样本并检验其潜在影响。数据收集是在“里斯本运动会周”活动中进行的(n = 328),采用自我管理的问卷。验证性因素分析分析了构式的心理测量特性,随后的结构方程模型检验了被测试的实质性假设。结果:结果表明,物理环境质量正向影响粉丝的情感反应,从而激励粉丝关注电竞赛事。此外,对某项电竞赛事产生情感依恋的粉丝更倾向于再次造访该赛事,并对其进行口碑推荐。讨论:高标准的服务质量对活动管理者、营销人员和发布者来说是一个关键问题,因为它影响着对活动的行为和情感价值创造。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Hosting eSports events: the quality-response-behavioural intentions relationship of eSports fans.

Introduction: The current study aims to explore how the physical environment of eSports events can influence fan affective responses and their future behavioural intentions. Following the Stimulus-Organism-Response (S-O-R) model, affective response (pleasure) is conceptualized as the organism (mediator) between the physical environment (stimulus) and behavioural intentions (response).

Method: The dependent variables were revisit intention and word-of mouth, while demographic factors including age, education level, nationality, and event attendance to describe the sample and examine their potential influence. Data collection was carried out at a "Lisboa Games Week" event (n = 328) by using a self-administered questionnaire. A Confirmatory Factor Analysis analysed the psychometric properties of the constructs and a subsequent Structural Equation Modelling examined the substantive hypotheses tested.

Results: Results indicate that the physical environment quality positively influences the affective responses of fans, which motivates them to follow eSports events. Furthermore, fans affectively attached to an eSports event are more intent on revisiting it and making word-of-mouth recommendations about it.

Discussion: A high standard service quality is a critical issue for event managers, marketeers, and publishers due to its impact on the behavioural and affective value creation towards the event.

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来源期刊
CiteScore
2.60
自引率
7.40%
发文量
459
审稿时长
15 weeks
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