W. Jang, K. Byon, Antonio S. Williams, P. Pedersen
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Then, a series of structural invariance tests were conducted to compare the interrelationship between the six determinants and esports gameplay for the six-group model.FindingsThe results of the six-group model comparison indicated that the interaction between gender and genre moderates the relationship between drivers and esports gameplay intention. In particular, the following moderation effects were observed: (1) “social influence-esports gameplay intention” between “male-physical enactment” and “female-physical enactment”; (2) “habit-esports gameplay intention” and (3) “effort expectancy-esports gameplay intention” between “female-imagination” and “female-physical enactment”; (4) “hedonic motivation-esports gameplay intention” and (5) “effort expectancy-esports gameplay intention” between “female-physical enactment” and “female-sport simulation.”Originality/valueThe findings of this current study contributed to clarifying the genre and gender effects in esports gameplay intention and thus the extension of the Esports Consumption (ESC) model (Jang et al., 2020a) and the technology adoption literature. Since the ESC model grounded the Unified Theory of Acceptance and Use of Technology 2 (UTAUT2), the improvement of the ESC model extended UTAUT2. In consumer behavior research in the esports context, this current study contributed to the extension of UTAUT2 on the new moderating mechanisms by adding the interaction between gender and esports game genre.","PeriodicalId":45818,"journal":{"name":"Sport Business and Management-An International Journal","volume":null,"pages":null},"PeriodicalIF":1.9000,"publicationDate":"2021-08-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":"{\"title\":\"Augmenting the formation of esports gameplay intention: interaction effects of genre and gender\",\"authors\":\"W. Jang, K. Byon, Antonio S. Williams, P. 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In particular, the following moderation effects were observed: (1) “social influence-esports gameplay intention” between “male-physical enactment” and “female-physical enactment”; (2) “habit-esports gameplay intention” and (3) “effort expectancy-esports gameplay intention” between “female-imagination” and “female-physical enactment”; (4) “hedonic motivation-esports gameplay intention” and (5) “effort expectancy-esports gameplay intention” between “female-physical enactment” and “female-sport simulation.”Originality/valueThe findings of this current study contributed to clarifying the genre and gender effects in esports gameplay intention and thus the extension of the Esports Consumption (ESC) model (Jang et al., 2020a) and the technology adoption literature. Since the ESC model grounded the Unified Theory of Acceptance and Use of Technology 2 (UTAUT2), the improvement of the ESC model extended UTAUT2. 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引用次数: 3
摘要
虽然每种类型和性别都是电子竞技游戏玩法意图的重要调节因素,但探索类型和性别之间的互动效应可以拓宽我们对驱动因素对电子竞技游戏玩法意图的相对影响的理解。因此,本研究的目的是检验性别和类型在电子竞技游戏玩法意图及其驱动因素(即享乐动机、习惯、价格价值、努力预期、社会影响和流)之间的关系中的交互作用。设计/方法/方法使用样本数据(N = 1194)检验假设模型。为了进行数据分析,我们使用验证性因子分析和结构方程模型来检验假设模型。然后,对六组模型进行了一系列结构不变性检验,比较了六个决定因素与电子竞技游戏玩法之间的相互关系。六组模型比较的结果表明,性别和类型之间的互动调节了车手与电竞游戏玩法意图之间的关系。特别是观察到以下调节效应:(1)“社会影响-电子竞技游戏玩法意图”在“男性-身体设定”和“女性-身体设定”之间;(2)“习惯-电竞玩法意图”和(3)“女性-想象”和“女性-身体设定”之间的“努力期望-电竞玩法意图”;(4)“享乐动机-电竞游戏玩法意图”和(5)“努力期望-电竞游戏玩法意图”在“女性-身体设定”和“女性运动模拟”之间。当前研究的发现有助于澄清电子竞技游戏玩法意图中的类型和性别影响,从而扩展电子竞技消费(ESC)模型(Jang等人,2020a)和技术采用文献。由于ESC模型以UTAUT2 (Unified Theory of Acceptance and Use of Technology 2)为基础,因此ESC模型的改进扩展了UTAUT2。在电子竞技背景下的消费者行为研究中,本研究通过增加性别与电子竞技游戏类型之间的交互作用,为UTAUT2在新的调节机制上的扩展做出了贡献。
Augmenting the formation of esports gameplay intention: interaction effects of genre and gender
PurposeWhile each genre and gender has been revealed as significant moderators for esports gameplay intention, exploring the interaction effects between genre and gender could broaden our understanding of the drivers’ relative effects on esports gameplay intention. Thus, the purpose of this study is to examine the interaction effects of gender and genre in the relationship between esports gameplay intention and its drivers (i.e. hedonic motivation, habit, price value, effort expectancy, social influence and flow).Design/methodology/approachThe hypothesized model was examined using data from a sample (N = 1,194). For the purposes of data analysis, confirmatory factor analysis and structural equation modeling were used to examine the hypothesized model. Then, a series of structural invariance tests were conducted to compare the interrelationship between the six determinants and esports gameplay for the six-group model.FindingsThe results of the six-group model comparison indicated that the interaction between gender and genre moderates the relationship between drivers and esports gameplay intention. In particular, the following moderation effects were observed: (1) “social influence-esports gameplay intention” between “male-physical enactment” and “female-physical enactment”; (2) “habit-esports gameplay intention” and (3) “effort expectancy-esports gameplay intention” between “female-imagination” and “female-physical enactment”; (4) “hedonic motivation-esports gameplay intention” and (5) “effort expectancy-esports gameplay intention” between “female-physical enactment” and “female-sport simulation.”Originality/valueThe findings of this current study contributed to clarifying the genre and gender effects in esports gameplay intention and thus the extension of the Esports Consumption (ESC) model (Jang et al., 2020a) and the technology adoption literature. Since the ESC model grounded the Unified Theory of Acceptance and Use of Technology 2 (UTAUT2), the improvement of the ESC model extended UTAUT2. In consumer behavior research in the esports context, this current study contributed to the extension of UTAUT2 on the new moderating mechanisms by adding the interaction between gender and esports game genre.