电子竞技游戏意向形成的调查:性别的调节影响

IF 2 4区 管理学 Q3 BUSINESS
W. Jang, K. Byon
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引用次数: 10

摘要

本研究的目的是检验电子竞技游戏玩法意图形成的性别差异。为此,我们采用了电子竞技消费模型(esports Consumption Model;Jang & Byon, 2020a)。共有498名受访者(男性占54.2%;女性(45.8%)是参与过电子竞技游戏的成年人。我们检验了测量的不变性,以检验这些构念是否在性别之间被同等地测量。此外,我们还测试了结构不变性,以检查因果关系是否以相同的方式存在于性别之间。结果表明,电子竞技玩家的享乐动机、习惯、社会影响与游戏玩法意图之间的路径存在性别差异。本文对研究结果进行了理论和实践讨论,并对未来的研究提出了建议,以克服当前研究的局限性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Investigation of eSports Playing Intention Formation: The Moderating Impact of Gender
The purpose of this study was to examine the gender differences in the formation of esports gameplay intention. To this end, the determinants and esports gameplay intention were adopted from the Esports Consumption Model (ESC; Jang & Byon, 2020a). A total of 498 respondents (male = 54.2%; female = 45.8%) who were adults and had experienced esports gameplay responded to the online survey. We examined the measurement invariance to examine if the constructs were being measured equivalently across gender. Also, we tested for structural invariance to examine if causal relationships exist the same way across gender. Th e results indicated that gender differences exist in the paths between hedonic motivation, habit, social influence, and esports gameplay intention. The findings and implications were discussed theoretically and practically, and suggestions were made regarding future studies aimed at overcoming the limitations of the current study.
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来源期刊
自引率
13.30%
发文量
21
期刊介绍: Sport Marketing Quarterly (SMQ) is published quarterly (March, June, September, December) and serves as an outlet for the dissemination of sport marketing information for both practicing professionals and academicians. These two important constituencies now have an opportunity to develop a relationship that is intended to be mutually beneficial. For practitioners, the SMQ provides a vehicle to share marketing successes with peers. For academicians, the SMQ provides a forum for sharing research.
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