Social Atmospherics, Affective Response, and Behavioral Intention Associated With Esports Events

大气 心理学 集合(抽象数据类型) 相似性(几何) 背景(考古学) 现存分类群 社会心理学 计算机科学 人工智能 地理 进化生物学 生物 图像(数学) 考古 认知科学 程序设计语言
作者
Wooyoung Jang,Kyungyeol Kim,Kevin K. Byon
出处
期刊:Frontiers in Psychology [Frontiers Media SA]
卷期号:11 被引量:20
标识
DOI:10.3389/fpsyg.2020.01671
摘要

The purpose of this study was to conceptualize social atmospherics in the context of esports attendance and examine the relationship among social atmospherics, affective responses, and behavioral intention. Based on review literature, we conceptualized social atmospherics as five dimensions in esports events' environments: social density, suitable behavior, similarity, cosplay, and cheering behavior. Notably, cosplay (i.e., a portmanteau of the words "costumes" and "play") and cheering behavior factors adopted from extant social atmospherics served to capture the unique features associated with esports events. Via an online survey, data were collected (n = 372) from esports fans who have experienced attending esports events. The data set was split into half; the first data set (n = 189) was used to examine the psychometric properties of the measurement model and the second data set (n = 184) was employed to test the hypothesized model. The initial model fit was not shown to be acceptable. The model was re-estimated using the second data set after dropping four items with low factor loadings, resulting in the acceptable model fit. The results via structural equation modeling indicated that cheering behavior, similarity, cosplay, and social density positively and significantly influenced affective responses and behavioral intention. However, there was no significant relationship between suitable behavior and affective responses. In terms of theoretical contributions, we tested a five-factor model of social atmospherics associated with esports events and its effects on behavioral intention through affective responses. The findings in this study extend the sportscape model (Wakefield and Sloan, 1995) by incorporating the mediating effect of affective responses and expand the utility of the Stimulus-Organism-Response (SOR) framework as a viable theory that can explain esports consumption behavior.

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