Mediating effect of esports content live streaming in the relationship between esports recreational gameplay and esports event broadcast

娱乐 背景(考古学) 调解 计算机科学 消费(社会学) 事件(粒子物理) 用户生成的内容 多媒体 社会化媒体 万维网 社会学 地理 社会科学 物理 考古 量子力学 政治学 法学
作者
Wooyoung Jang,Kevin K. Byon,Thomas Baker,Yosuke Tsuji
出处
期刊:Sport, business and management [Emerald Publishing Limited]
卷期号:11 (1): 89-108 被引量:35
标识
DOI:10.1108/sbm-10-2019-0087
摘要

Purpose Recently, Jang and Byon (2020) found that esports recreational gameplay consumption is causally linked to esports online media consumption. In the context of esports, live-streaming content (by individual creators) is a new type of media consumption, which should be distinguished from esports event broadcast. Extending Jang and Byon’s finding, the purpose of this study is to examine the mediating effect of esports content live streaming in the relationship between esports recreational gameplay and esports event broadcast because it allows the games to be more accessible to viewers due to two-way communication. In order to test for stability of the mediating effect of esports live content streaming, we examined the hypothesized model across the three genres (i.e. imagination [ n = 224], physical enactment [ n = 195], sport simulation [ n = 179]). Design/methodology/approach Data ( N = 598) were collected via an online survey from individuals who had experienced esports recreational gameplay. A total of 15 items with five dimensions (i.e. esports recreational gameplay, esports content live streaming, esports event broadcast, streamer identification, and pro-player identification) were adapted from existing studies. The two identification constructs and gender were used as control variables. Findings The model fit of the measurement model was found to be acceptable via CFA. The results of SEM indicated that the intention of esports content live streaming consumption played a full mediation role in the relationship between esports recreational gameplay behavior and the intention of esports event broadcast consumption. Additionally, we found the mediating effect of esports content live streaming across the three genres. Originality/value This study contributes to literature related to the esports consumer behavior by conceptualizing esports content live streaming and found that esports content live streaming represents a mechanism that underlies the relationship between esports recreational gameplay intention and esports event broadcast consumption.
最长约 10秒,即可获得该文献文件

科研通智能强力驱动
Strongly Powered by AbleSci AI
科研通是完全免费的文献互助平台,具备全网最快的应助速度,最高的求助完成率。 对每一个文献求助,科研通都将尽心尽力,给求助人一个满意的交代。
实时播报
Liamb发布了新的文献求助10
刚刚
脑洞疼的应助被幸以采纳,获得10
1秒前
1秒前
核桃发布了新的文献求助10
1秒前
Liar完成签到,获得积分10
3秒前
ymffffff完成签到,获得积分10
3秒前
opus17完成签到,获得积分10
4秒前
4秒前
5秒前
Ukiss完成签到,获得积分10
5秒前
6秒前
我要7夜宵发布了新的文献求助10
6秒前
6秒前
英俊的铭的应助被Liar采纳,获得10
7秒前
CipherSage的应助被洁净笑白采纳,获得10
7秒前
LIN完成签到,获得积分10
8秒前
8秒前
11秒前
11秒前
yun完成签到,获得积分10
11秒前
李李发布了新的文献求助10
11秒前
靓丽的谷秋完成签到 ,获得积分10
11秒前
英姑的应助被Sky采纳,获得10
11秒前
fpc发布了新的文献求助10
12秒前
弥里完成签到 ,获得积分10
12秒前
完美世界的应助被流水落花采纳,获得10
12秒前
华仔的应助被小雯子采纳,获得10
12秒前
酷波er的应助被_太空_采纳,获得10
13秒前
Hello的应助被hao采纳,获得10
13秒前
Liamb完成签到,获得积分20
14秒前
JIA完成签到,获得积分10
16秒前
16秒前
17秒前
111发布了新的文献求助10
17秒前
小方啦啦啦发布了新的文献求助210
17秒前
完美世界的应助被ikssu采纳,获得10
18秒前
啦啦关注了科研通微信公众号
18秒前
震震发布了新的文献求助10
21秒前
FashionBoy的应助被阿龙采纳,获得10
21秒前
吸铁石完成签到,获得积分10
21秒前
高分求助中
(应助此贴封号)通过应助OA文献获取积分 10000
Rosenblum, Global Change Biology 800
Computational Chemical Reaction Engineering: Modeling, Simulation, and Design with MATLAB 600
Organizational Behavior 510
Management and the Arts 510
Production Logging: Theoretical and Interpretive Elements 400
CLSI C56QG Examples of Hemolyzed, Icteric, and Lipemic/Turbid Samples Quick Guide 400
热门求助领域 (近24小时)
化学 材料科学 医学 生物 计算机科学 工程类 纳米技术 内科学 物理 有机化学 化学工程 生物化学 复合材料 光电子学 细胞生物学 心理学 量子力学 催化作用 物理化学 电极
热门帖子
关注 科研通微信公众号,转发送积分 7814564
求助须知:如何正确求助?哪些是违规求助? 9344583
关于积分的说明 20524559
捐赠科研通 7407409
什么是DOI,文献DOI怎么找? 3330810
关于科研通互助平台的介绍 2477276
邀请新用户注册赠送积分活动 2350421