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
量子力学
物理
考古
法学
社会科学
政治学
作者
Wooyoung Jang,Kevin K. Byon,Thomas Baker,Yosuke Tsuji
出处
期刊:Sport, business and management
[Emerald (MCB UP)]
日期:2020-08-20
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.
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