An Exploration of Esports Consumer Consumption Patterns, Fandom, and Motives

dc.contributor.authorAnderson, Devin
dc.contributor.authorSweeney, Kevin
dc.contributor.authorPasquini, Erica
dc.contributor.authorEstes, Brent
dc.contributor.authorZapalac, Ryan
dc.date.accessioned2021-05-04T19:24:51Z
dc.date.available2021-05-04T19:24:51Z
dc.date.issued2021-01
dc.description.abstractEsports, or competitive gaming, has become a large market in the entertainment industry, with a total market value approaching $1 billion USD in 2019. An understanding of esports consumers has become increasingly important as the industry continues to grow and evolve. Using a sample of 374 university students at a large public university, this study examines the motivations and fandom of esports consumers using a modified version of the Sport Fandom Questionnaire (SFQ) and the Motivation Scale for Sports Consumption (MSSC). Survey respondents were asked about their consumption of esports in relation to viewership, event attendance, social media usage, and spending. Three stepwise regression analyses were employed to examine the predictive capabilities of esports fandom and esports motivations on esports consumption variables. The results reveal a wide variety of relationships between esports fandom, motivation for consumption, and consumption behaviors.en_US
dc.identifier.citationAnderson, D., Sweeney, K., Pasquini, E., Estes, B., & Zapalac, R. (). An Exploration of Esports Consumer Consumption Patterns, Fandom, and Motives. International Journal of eSports Research (IJER), 1(1), 1-18. doi:10.4018/IJER.20210101.oa3en_US
dc.identifier.issn2691-9281
dc.identifier.urihttps://hdl.handle.net/20.500.11875/2963
dc.language.isoen_USen_US
dc.publisherIGI Global (International Journal of eSports Research)en_US
dc.subjectANOVAen_US
dc.subjectconsumptionen_US
dc.subjectengagementen_US
dc.subjectfandomen_US
dc.subjectmarketingen_US
dc.subjectmotivationen_US
dc.subjectregressionen_US
dc.subjectviewershipen_US
dc.titleAn Exploration of Esports Consumer Consumption Patterns, Fandom, and Motivesen_US
dc.typeArticleen_US

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